2022-04-25 21:34:54 +00:00
|
|
|
; Basic tile functions
|
|
|
|
|
2022-05-18 05:34:25 +00:00
|
|
|
; Copy tileset data from a pointer in memory to the tiledata back
|
|
|
|
; X = high word
|
|
|
|
; A = low word
|
|
|
|
_LoadTileSet
|
|
|
|
sta tmp0
|
|
|
|
stx tmp2
|
|
|
|
ldy #0
|
|
|
|
tyx
|
|
|
|
:loop lda [tmp0],y
|
|
|
|
stal tiledata,x
|
|
|
|
dex
|
|
|
|
dex
|
|
|
|
dey
|
|
|
|
dey
|
|
|
|
bne :loop
|
|
|
|
rts
|
|
|
|
|
2022-04-25 21:34:54 +00:00
|
|
|
|
|
|
|
; Low-level function to take a tile descriptor and return the address in the tiledata
|
|
|
|
; bank. This is not too useful in the fast-path because the fast-path does more
|
|
|
|
; incremental calculations, but it is handy for other utility functions
|
|
|
|
;
|
|
|
|
; A = tile descriptor
|
|
|
|
;
|
|
|
|
; The address is the TileID * 128 + (HFLIP * 64)
|
|
|
|
_GetTileAddr
|
|
|
|
asl ; Multiply by 2
|
2022-05-18 05:34:25 +00:00
|
|
|
bit #2*TILE_HFLIP_BIT ; Check if the horizontal flip bit is set
|
|
|
|
beq :no_flip
|
2022-04-25 21:34:54 +00:00
|
|
|
inc ; Set the LSB
|
|
|
|
:no_flip asl ; x4
|
|
|
|
asl ; x8
|
|
|
|
asl ; x16
|
|
|
|
asl ; x32
|
|
|
|
asl ; x64
|
|
|
|
asl ; x128
|
|
|
|
rts
|
|
|
|
|
|
|
|
; Ignore the horizontal flip bit
|
|
|
|
_GetBaseTileAddr
|
|
|
|
asl ; Multiply by 2
|
|
|
|
asl ; x4
|
|
|
|
asl ; x8
|
|
|
|
asl ; x16
|
|
|
|
asl ; x32
|
|
|
|
asl ; x64
|
|
|
|
asl ; x128
|
|
|
|
rts
|
|
|
|
|
|
|
|
|
2022-04-29 17:38:04 +00:00
|
|
|
; Helper function to get the address offset into the tile cachce / tile backing store
|
|
|
|
; X = tile column [0, 40] (41 columns)
|
|
|
|
; Y = tile row [0, 25] (26 rows)
|
|
|
|
_GetTileStoreOffset
|
|
|
|
phx ; preserve the registers
|
|
|
|
phy
|
|
|
|
|
|
|
|
jsr _GetTileStoreOffset0
|
|
|
|
|
|
|
|
ply
|
|
|
|
plx
|
|
|
|
rts
|
|
|
|
|
|
|
|
_GetTileStoreOffset0
|
|
|
|
tya
|
|
|
|
asl
|
|
|
|
tay
|
|
|
|
txa
|
|
|
|
asl
|
|
|
|
clc
|
|
|
|
adc TileStoreYTable,y
|
|
|
|
rts
|
|
|
|
|
2022-04-25 21:34:54 +00:00
|
|
|
; Initialize the tile storage data structures. This takes care of populating the tile records with the
|
|
|
|
; appropriate constant values.
|
|
|
|
InitTiles
|
|
|
|
:col equ tmp0
|
|
|
|
:row equ tmp1
|
|
|
|
:vbuff equ tmp2
|
|
|
|
|
|
|
|
; Fill in the TileStoreYTable. This is just a table of offsets into the Tile Store for each row. There
|
|
|
|
; are 26 rows with a stride of 41
|
|
|
|
ldy #0
|
|
|
|
lda #0
|
|
|
|
:yloop
|
|
|
|
sta TileStoreYTable,y
|
|
|
|
clc
|
|
|
|
adc #41*2
|
|
|
|
iny
|
|
|
|
iny
|
|
|
|
cpy #26*2
|
|
|
|
bcc :yloop
|
|
|
|
|
|
|
|
; Next, initialize the Tile Store itself
|
|
|
|
|
|
|
|
ldx #TILE_STORE_SIZE-2
|
|
|
|
lda #25
|
|
|
|
sta :row
|
|
|
|
lda #40
|
|
|
|
sta :col
|
|
|
|
lda #$8000
|
|
|
|
sta :vbuff
|
|
|
|
|
|
|
|
:loop
|
|
|
|
|
|
|
|
; The first set of values in the Tile Store are changed during each frame based on the actions
|
|
|
|
; that are happening
|
|
|
|
|
|
|
|
lda #0
|
|
|
|
stal TileStore+TS_TILE_ID,x ; clear the tile store with the special zero tile
|
|
|
|
stal TileStore+TS_TILE_ADDR,x
|
|
|
|
stal TileStore+TS_SPRITE_FLAG,x ; no sprites are set at the beginning
|
|
|
|
stal TileStore+TS_DIRTY,x ; none of the tiles are dirty
|
|
|
|
|
|
|
|
; lda DirtyTileProcs ; Fill in with the first dispatch address
|
|
|
|
; stal TileStore+TS_DIRTY_TILE_DISP,x
|
|
|
|
;
|
|
|
|
; lda TileProcs ; Same for non-dirty, non-sprite base case
|
|
|
|
; stal TileStore+TS_BASE_TILE_DISP,x
|
|
|
|
|
2022-04-29 17:38:04 +00:00
|
|
|
; *** DEPRECATED ***
|
|
|
|
; lda :vbuff ; array of sprite vbuff addresses per tile
|
|
|
|
; stal TileStore+TS_VBUFF_ARRAY_ADDR,x
|
|
|
|
; clc
|
|
|
|
; adc #32
|
|
|
|
; sta :vbuff
|
|
|
|
; *** ********** ***
|
2022-04-25 21:34:54 +00:00
|
|
|
|
|
|
|
; The next set of values are constants that are simply used as cached parameters to avoid needing to
|
|
|
|
; calculate any of these values during tile rendering
|
|
|
|
|
|
|
|
lda :row ; Set the long address of where this tile
|
|
|
|
asl ; exists in the code fields
|
|
|
|
tay
|
2022-05-19 02:00:06 +00:00
|
|
|
lda #>TileStore ; get middle 16 bits: "00 -->BBHH<-- LL"
|
|
|
|
and #$FF00 ; merge with code field bank
|
|
|
|
ora BRowTableHigh,y
|
2022-04-25 21:34:54 +00:00
|
|
|
stal TileStore+TS_CODE_ADDR_HIGH,x ; High word of the tile address (just the bank)
|
2022-05-19 02:00:06 +00:00
|
|
|
|
2022-04-25 21:34:54 +00:00
|
|
|
lda BRowTableLow,y
|
|
|
|
stal TileStore+TS_BASE_ADDR,x ; May not be needed later if we can figure out the right constant...
|
|
|
|
|
|
|
|
lda :col ; Set the offset values based on the column
|
|
|
|
asl ; of this tile
|
|
|
|
asl
|
|
|
|
stal TileStore+TS_WORD_OFFSET,x ; This is the offset from 0 to 82, used in LDA (dp),y instruction
|
|
|
|
|
|
|
|
tay
|
|
|
|
lda Col2CodeOffset+2,y
|
|
|
|
clc
|
|
|
|
adcl TileStore+TS_BASE_ADDR,x
|
|
|
|
stal TileStore+TS_CODE_ADDR_LOW,x ; Low word of the tile address in the code field
|
|
|
|
|
|
|
|
dec :col
|
|
|
|
bpl :hop
|
|
|
|
dec :row
|
|
|
|
lda #40
|
|
|
|
sta :col
|
|
|
|
:hop
|
|
|
|
|
|
|
|
dex
|
|
|
|
dex
|
|
|
|
bpl :loop
|
|
|
|
rts
|
2022-04-29 17:38:04 +00:00
|
|
|
|
|
|
|
; Set a tile value in the tile backing store. Mark dirty if the value changes
|
|
|
|
;
|
|
|
|
; A = tile id
|
|
|
|
; X = tile column [0, 40] (41 columns)
|
|
|
|
; Y = tile row [0, 25] (26 rows)
|
|
|
|
;
|
|
|
|
; Registers are not preserved
|
|
|
|
_SetTile
|
|
|
|
pha
|
|
|
|
jsr _GetTileStoreOffset0 ; Get the address of the X,Y tile position
|
|
|
|
tax
|
|
|
|
pla
|
|
|
|
|
|
|
|
cmpl TileStore+TS_TILE_ID,x ; Only set to dirty if the value changed
|
|
|
|
beq :nochange
|
|
|
|
|
|
|
|
stal TileStore+TS_TILE_ID,x ; Value is different, store it.
|
|
|
|
jsr _GetTileAddr
|
|
|
|
stal TileStore+TS_TILE_ADDR,x ; Committed to drawing this tile, so get the address of the tile in the tiledata bank for later
|
|
|
|
|
|
|
|
; Set the standard renderer procs for this tile.
|
|
|
|
;
|
|
|
|
; 1. The dirty render proc is always set the same.
|
|
|
|
; 2. If BG1 and DYN_TILES are disabled, then the TS_BASE_TILE_DISP is selected from the Fast Renderers, otherwise
|
|
|
|
; it is selected from the full tile rendering functions.
|
|
|
|
; 3. The copy process is selected based on the flip bits
|
|
|
|
;
|
|
|
|
; When a tile overlaps the sprite, it is the responsibility of the Render function to compose the appropriate
|
|
|
|
; functionality. Sometimes it is simple, but in cases of the sprites overlapping Dynamic Tiles and other cases
|
|
|
|
; it can be more involved.
|
|
|
|
|
|
|
|
ldal TileStore+TS_TILE_ID,x
|
|
|
|
and #TILE_VFLIP_BIT+TILE_HFLIP_BIT ; get the lookup value
|
|
|
|
xba
|
|
|
|
tay
|
|
|
|
; lda DirtyTileProcs,y
|
|
|
|
; stal TileStore+TS_DIRTY_TILE_DISP,x
|
|
|
|
|
|
|
|
; lda CopyTileProcs,y
|
|
|
|
; stal TileStore+TS_DIRTY_TILE_COPY,x
|
|
|
|
|
|
|
|
lda EngineMode
|
|
|
|
bit #ENGINE_MODE_DYN_TILES+ENGINE_MODE_TWO_LAYER
|
|
|
|
beq :fast
|
|
|
|
|
|
|
|
ldal TileStore+TS_TILE_ID,x ; Get the non-sprite dispatch address
|
|
|
|
and #TILE_CTRL_MASK
|
|
|
|
xba
|
|
|
|
tay
|
|
|
|
; lda TileProcs,y
|
|
|
|
; stal TileStore+TS_BASE_TILE_DISP,x
|
|
|
|
bra :out
|
|
|
|
|
|
|
|
:fast
|
2022-05-18 05:34:25 +00:00
|
|
|
lda FastTileProcs,y
|
|
|
|
stal TileStore+TS_BASE_TILE_DISP,x
|
2022-04-29 17:38:04 +00:00
|
|
|
:out
|
|
|
|
|
2022-05-18 05:34:25 +00:00
|
|
|
txa ; Add this tile to the list of dirty tiles to refresh
|
|
|
|
jmp _PushDirtyTileX ; on the next call to _ApplyTiles
|
2022-04-29 17:38:04 +00:00
|
|
|
|
|
|
|
:nochange rts
|
|
|
|
|
|
|
|
|
|
|
|
; SetBG0XPos
|
|
|
|
;
|
|
|
|
; Set the virtual horizontal position of the primary background layer. In addition to
|
|
|
|
; updating the direct page state locations, this routine needs to preserve the original
|
|
|
|
; value as well. This is a bit subtle, because if this routine is called multiple times
|
|
|
|
; with different values, we need to make sure the *original* value is preserved and not
|
|
|
|
; continuously overwrite it.
|
|
|
|
;
|
|
|
|
; We assume that there is a clean code field in this routine
|
|
|
|
SetBG0XPos ENT
|
|
|
|
jsr _SetBG0XPos
|
|
|
|
rtl
|
|
|
|
|
|
|
|
_SetBG0XPos
|
|
|
|
cmp StartX
|
|
|
|
beq :out ; Easy, if nothing changed, then nothing changes
|
|
|
|
|
|
|
|
ldx StartX ; Load the old value (but don't save it yet)
|
|
|
|
sta StartX ; Save the new position
|
|
|
|
|
|
|
|
lda #DIRTY_BIT_BG0_X
|
|
|
|
tsb DirtyBits ; Check if the value is already dirty, if so exit
|
|
|
|
bne :out ; without overwriting the original value
|
|
|
|
|
|
|
|
stx OldStartX ; First change, so preserve the value
|
|
|
|
:out rts
|
|
|
|
|
|
|
|
|
|
|
|
; SetBG0YPos
|
|
|
|
;
|
|
|
|
; Set the virtual position of the primary background layer.
|
|
|
|
SetBG0YPos ENT
|
|
|
|
jsr _SetBG0YPos
|
|
|
|
rtl
|
|
|
|
|
|
|
|
_SetBG0YPos
|
|
|
|
cmp StartY
|
|
|
|
beq :out ; Easy, if nothing changed, then nothing changes
|
|
|
|
|
|
|
|
ldx StartY ; Load the old value (but don't save it yet)
|
|
|
|
sta StartY ; Save the new position
|
|
|
|
|
|
|
|
lda #DIRTY_BIT_BG0_Y
|
|
|
|
tsb DirtyBits ; Check if the value is already dirty, if so exit
|
|
|
|
bne :out ; without overwriting the original value
|
|
|
|
|
|
|
|
stx OldStartY ; First change, so preserve the value
|
|
|
|
:out rts
|