iigs-game-engine/src/Sprite.s

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; Functions for sprie handling. Mostly maintains the sprite list and provides
; utility functions to calculate sprite/tile intersections
;
; The sprite plane actually covers two banks so that more than 32K can be used as a virtual
; screen buffer. In order to be able to draw sprites offscreen, the virtual screen must be
; wider and taller than the physical graphics screen.
;
; Initialize the sprite plane data and mask banks (all data = $0000, all masks = $FFFF)
InitSprites
ldx #$FFFE
lda #0
:loop1 stal spritedata,x
dex
dex
cpx #$FFFE
bne :loop1
ldx #$FFFE
lda #$FFFF
:loop2 stal spritemask,x
dex
dex
cpx #$FFFE
bne :loop2
; Clear values in the sprite array
ldx #{MAX_SPRITES-1}*2
:loop3 stz _Sprites+TILE_STORE_ADDR_1,x
dex
dex
bpl :loop3
rts
; This function looks at the sprite list and renders the sprite plane data into the appropriate
; tiles in the code field
forceSpriteFlag ds 2
_RenderSprites
; First step is to look at the StartX and StartY values. If the offsets have changed from the
; last time that the frame was redered, then we need to mark all of the sprites as dirty so that
; the tiles on which they were located at the previous frame will be refreshed
stz forceSpriteFlag
lda StartX
cmp OldStartX
beq :no_chng_x
lda #SPRITE_STATUS_DIRTY
sta forceSpriteFlag
:no_chng_x
lda StartY
cmp OldStartY
beq :no_chng_y
lda #SPRITE_STATUS_DIRTY
sta forceSpriteFlag
:no_chng_y
; Second step is to scan the list of sprites. A sprite is either clean or dirty. If it's dirty,
; then its position had changed, so we need to add tiles to the dirty queue to make sure the
; playfield gets update. If it's clean, we can skip everything.
ldx #0
:loop lda _Sprites+SPRITE_STATUS,x ; If the status is zero, that's the sentinel value
beq :out
ora forceSpriteFlag
ora #SPRITE_STATUS_DIRTY ; If the dirty flag is set, do the things....
bne :render
:next inx
inx
bra :loop
:out rts
; This is the complicated part; we need to draw the sprite into the sprite plane, but then
; calculate the tiles that overlap with the sprite potentially and mark those as dirty _AND_
; store the appropriate sprite plane address from which those tiles need to copy.
:render
stx tmp0 ; stash the X register
txy ; switch to the Y register
; Run through the list of tile store offsets that this sprite was last drawn into and mark
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; those tiles as dirty. The largest number of tiles that a sprite could possibly cover is 20
; (an unaligned 4x3 sprite), covering a 5x4 area of play field tiles.
;
; For now, we limit ourselves to 4 tiles until things are working....
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;
; There is only one sprite, so clear the TS_SPRITE_FLAG field, too
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ldx _Sprites+TILE_STORE_ADDR_1,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_2,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_3,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_4,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_5,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_6,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_7,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_8,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_9,y
beq :erase_done
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stz TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
:erase_done
; Really, we should only be erasing and redrawing a sprite if its local coordinates change. Look into this
; as a future optimization. Ideally, all of the sprites will be rendered into the sprite plane in a separate
; pass from this function, which is primarily concerned with flagging dirty tiles in the Tile Store.
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ldx _Sprites+OLD_VBUFF_ADDR,y
beq :noerase
jsr _EraseTileSprite ; erase from the old position
inx
inx
inx
inx
jsr _EraseTileSprite
txa
clc
adc #8*256
tax
jsr _EraseTileSprite
dex
dex
dex
dex
jsr _EraseTileSprite
:noerase
; Draw the sprite into the sprint plane buffer(s)
ldx _Sprites+VBUFF_ADDR,y ; Get the address in the sprite plane to draw at
lda _Sprites+TILE_DATA_OFFSET,y ; and the tile address of the tile
tay
jsr _DrawTileSprite ; draw the sprite into the sprite plane
tya
clc
adc #128
tay
txa
clc
adc #4
tax
jsr _DrawTileSprite
tya
clc
adc #128*31
tay
txa
clc
adc #{8*256}-4
tax
jsr _DrawTileSprite
tya
clc
adc #128
tay
txa
clc
adc #4
tax
jsr _DrawTileSprite
; Mark the appropriate tiles as dirty and as occupied by a sprite so that the ApplyTiles
; subroutine will get the drawn data from the sprite plane into the code field where it
; can be drawn to the screen
ldx tmp0 ; Restore the index into the sprite array
jsr _MarkDirtySprite ; Mark the tiles that this sprite overlaps as dirty
ldx tmp0 ; Restore the index again
brl :next
; Marks an 8x8 square as dirty. The work here is mapping from local screen coordinates to the
; tile store indices. The first step is to adjust the sprite coordinates based on the current
; code field offsets and then cache variations of this value needed in the rest of the subroutine
;
; The SpriteX is always the MAXIMUM value of the corner coordinates. We subtract (SpriteX + StartX) mod 4
; to find the coordinate in the sprite plane that matches up with the tile in the play field and
; then use that to calculate the VBUFF address from which to copy sprite data.
;
; StartX SpriteX z = * mod 4 (SpriteX - z)
; ----------------------------------------------
; 0 8 0 8
; 1 8 1 7
; 2 8 2 6
; 3 8 3 5
; 4 9 1 8
; 5 9 2 7
; 6 9 3 6
; 7 9 0 9
; 8 10 2 8
; ...
;
; For the Y-coordinate, we just use "mod 8" instead of "mod 4"
;
; On input, X register = Sprite Array Index
_MarkDirtySprite8x8
stz _Sprites+TILE_STORE_ADDR_1,x ; Clear the Dirty Tile list in case of an early exit
; First, bounds check the X and Y coodinates of the sprite and, if they pass, pre-calculate some
; values that we can use later.
lda _Sprites+SPRITE_Y,x ; This is a signed value
bpl :y_is_pos
cmp #$FFF9 ; If a tile is <= -8 do nothing, it's off-screen
bcs :y_is_ok
rts
:y_is_pos cmp ScreenHeight ; Is a tile is > ScreenHeight, it's off-screen
bcc :y_is_ok
rts
:y_is_ok
; The sprite's Y coordinate is in a range that it will impact the visible tiles that make up the play
; field. Figure out what tile(s) they are and what part of the sprite plane data/mask need to be
; accessed to overlay with the tile pixels
clc
adc StartYMod208 ; Adjust for the scroll offset (could be a negative number!)
tay ; Save this value
and #$0007 ; Get (StartY + SpriteY) mod 8. For negative, this is ok because 65536 mod 8 = 0.
sta tmp6
eor #$FFFF
inc
clc
adc _Sprites+SPRITE_Y,x ; subtract from the SpriteY position
sta tmp1 ; This position will line up with the tile that the sprite overlaps with
tya ; Get back the position of the sprite in the code field
bpl :ty_is_pos
clc
adc #208 ; wrap around if we are slightly off-screen
bra :ty_is_ok
:ty_is_pos cmp #208 ; check if we went too far positive
bcc :ty_is_ok
sbc #208
:ty_is_ok
lsr
lsr
lsr ; This is the row in the Tile Store for top-left corner of the sprite
sta tmp2
; Same code, except for the X coordiante
lda _Sprites+SPRITE_X,x
bpl :x_is_pos
cmp #$FFFD ; If a tile is <= -4 do nothing, it's off-screen
bcs :x_is_ok
rts
:x_is_pos cmp ScreenWidth ; Is a tile is > ScreeWidth, it's off-screen
bcc :x_is_ok
rts
:x_is_ok
clc
adc StartXMod164
tay
and #$0003
sta tmp5 ; save the mod value to test for alignment later
eor #$FFFF
inc
clc
adc _Sprites+SPRITE_X,x
sta tmp3
tya
bpl :tx_is_pos
clc
adc #164
bra :tx_is_ok
:tx_is_pos cmp #164
bcc :tx_is_ok
sbc #164
:tx_is_ok
lsr
lsr
sta tmp4
; tmp5 = X mod 4
; tmp6 = Y mod 8
;
; Look at these values to determine, up front, exactly which bounding tiles will need to be put into the
; dirty tile queue.
;
; tmp5 tmp6
; ------------+
; 0 0 | top-left only (1 tile)
; !0 0 | top row (2 tiles)
; 0 !0 | left column (2 tiles)
; !0 !0 | square (4 tiles)
txy
ldx #0
lda tmp6
beq :hop_y
ldx #4
:hop_y
lda tmp5
beq :hop_x
inx
inx
:hop_x
lda #0 ; shared value
jmp (:mark,x) ; pick the appropriate marking routine
:mark dw :mark1x1,:mark1x2,:mark2x1,:mark2x2
; At this point we have the top-left corner in the sprite plane (tmp1, tmp3) and the corresponding
; column and row in the tile store (tmp2, tmp4). The next step is to add these tile locations to
; the dirty queue and set the sprite flag along with the VBUFF location. We try to incrementally
; calculate new values to avoid re-doing work.
;
; The sprite plane address calculation is x + 256 * y and there are no wrap-around considerations,
; so we can take the calculated VBUFF address and just add a single, pre-calculate constant for each
; tile
;
; The tile store addresses are more involved, because we could wrap around in the X or Y direction
; at any step, so they need to be tracked separately. However, they can be decomposed so that we
; can update each independently. If the values are pre-multiplied by 2, then calculating the
; Tile Store for X and Y is just
;
; txa
; adc TileStoreYTable,y
;
; One other consideration is that the visibility tests for the sprite coverage vs the tile store
; coverage are different. We get into the main loop is *any* part of the sprite is potentially
; visible in the play field. However, for multi-tile sprites, some of the sub-tiles that
; comprise the sprite could be totally off-screen.
;
; To handle this, we pre-filter the tile list while calculating the sprite plane and tile store
; addresses to remove any tiles that are off-screen. This provides a natural break in the subroutine
; where the actually updating values in the TileStore and _Sprites tables and marking tiles as
; dirty involves walking a single list.
;
; A final note. Although this seems like a lot of code, rendering each tile requires, at a minimum,
; 16 LDA/STA pairs plus the overhead of the dirty tile list (~50 cycles), and possible much more.
; It's safe to assume that each tile no drawn saves around 500 cycles per frame.
;
; The worst-case for sprites is 16 sprites, all the maximum size of 4x3 and all unaligned, so
; 16 * 5 * 4 = 320 tiles total. There are, at most, 1066 tiles visible on a full-screen. This
; would effectively halve the framerate.
:mark1x1
sta _Sprites+TILE_STORE_ADDR_2,y ; Terminate the list after one item
jsr :top_left
sta _Sprites+TILE_STORE_ADDR_1,y ; Returns the tile store offset
jmp _PushDirtyTile
:mark1x2
sta _Sprites+TILE_STORE_ADDR_3,y ; Terminate the list after two items
; jsr :calc_col1 ; Calculate the values for the next column
jsr :top_left
sta _Sprites+TILE_STORE_ADDR_1,y
jsr _PushDirtyTile
jsr :top_right
sta _Sprites+TILE_STORE_ADDR_2,y
jmp _PushDirtyTile
:mark2x1
sta _Sprites+TILE_STORE_ADDR_3,y ; Terminate the list after two items
; jsr :calc_row1 ; Calculate the values for the next row
jsr :top_left
sta _Sprites+TILE_STORE_ADDR_1,y
jsr _PushDirtyTile
jsr :bottom_left
sta _Sprites+TILE_STORE_ADDR_2,y
jmp _PushDirtyTile
:mark2x2
sta _Sprites+TILE_STORE_ADDR_3,y ; Terminate the list after four items
; jsr :calc_col1 ; Calculate the next row and column values
; jsr :calc_row1
jsr :top_left
sta _Sprites+TILE_STORE_ADDR_1,y
jsr _PushDirtyTile
jsr :bottom_left
sta _Sprites+TILE_STORE_ADDR_2,y
jsr _PushDirtyTile
jsr :top_right
sta _Sprites+TILE_STORE_ADDR_3,y
jsr _PushDirtyTile
jsr :bottom_right
sta _Sprites+TILE_STORE_ADDR_4,y
jmp _PushDirtyTile
:top_left
_TileStoreOffsetX tmp4;tmp2 ; Overwrites X
tax
_SpriteVBuffAddr tmp3;tmp1 ; Does not affect X, Y
sta TileStore+TS_SPRITE_ADDR,x
lda #TILE_SPRITE_BIT
sta TileStore+TS_SPRITE_FLAG,x
txa
rts
:top_right
_TileStoreOffsetX tmp8;tmp2
tax
_SpriteVBuffAddr tmp7;tmp1
sta TileStore+TS_SPRITE_ADDR,x
lda #TILE_SPRITE_BIT
sta TileStore+TS_SPRITE_FLAG,x
txa
rts
:bottom_left
_TileStoreOffsetX tmp4;tmp10
tax
_SpriteVBuffAddr tmp3;tmp9
sta TileStore+TS_SPRITE_ADDR,x
lda #TILE_SPRITE_BIT
sta TileStore+TS_SPRITE_FLAG,x
txa
rts
:bottom_right
_TileStoreOffsetX tmp8;tmp10
tax
_SpriteVBuffAddr tmp7;tmp9
sta TileStore+TS_SPRITE_ADDR,x
lda #TILE_SPRITE_BIT
sta TileStore+TS_SPRITE_FLAG,x
txa
rts
; _GetTileAt
;
; Given a relative playfield coordinate [0, ScreenWidth), [0, ScreenHeight) return the
; X = horizontal point [0, ScreenTileWidth]
; Y = vertical point [0, ScreenTileHeight]
;
; Return
; C = 1, out of range
; C = 0, X = column, Y = row
_GetTileAt
cpx ScreenWidth
bcc *+3
rts
cpy ScreenHeight
bcc *+3
rts
tya ; carry is clear here
adc StartYMod208 ; This is the code field line that is at the top of the screen
cmp #208
bcc *+5
sbc #208
lsr
lsr
lsr
tay ; This is the code field row for this point
clc
txa
adc StartXMod164
cmp #164
bcc *+5
sbc #164
lsr
lsr
tax ; Could call _CopyBG0Tile with these arguments
clc
rts
; _DrawSprite
;
; Draw the sprites on the _Sprite list into the Sprite Plane data and mask buffers. This is using the
; tile data right now, but could be replaced with compiled sprite routines.
_DrawSprites
ldx #0
:loop lda _Sprites+SPRITE_STATUS,x
beq :out ; The first open slot is the end of the list
cmp #SPRITE_STATUS_DIRTY
bne :skip
phx
lda _Sprites+VBUFF_ADDR,x ; Load the address in the sprite plane
ldy _Sprites+TILE_DATA_OFFSET,x ; Load the address in the tile data bank
tax
jsr _DrawTileSprite
plx
:skip
inx
inx
bra :loop
:out rts
DrawTileSprite ENT
jsr _DrawTileSprite
rtl
_DrawTileSprite
phb
pea #^tiledata ; Set the bank to the tile data
plb
]line equ 0
lup 8
lda: tiledata+32+{]line*4},y
andl spritemask+{]line*256},x
stal spritemask+{]line*256},x
ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
and: tiledata+32+{]line*4},y
ora: tiledata+{]line*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
and: tiledata+32+{]line*4}+2,y
ora: tiledata+{]line*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb ; pop extra byte
plb
rts
; Erase is easy -- set an 8x8 area of the data region to all $0000 and the corresponding mask
; resgion to all $FFFF
;
; X = address is sprite plane -- erases an 8x8 region
SPRITE_PLANE_SPAN equ 256
EraseTileSprite ENT
jsr _EraseTileSprite
rtl
_EraseTileSprite
phb ; Save the bank to switch to the sprite plane
pea #^spritedata
plb
lda #0
sta: {0*SPRITE_PLANE_SPAN}+0,x
sta: {0*SPRITE_PLANE_SPAN}+2,x
sta: {1*SPRITE_PLANE_SPAN}+0,x
sta: {1*SPRITE_PLANE_SPAN}+2,x
sta: {2*SPRITE_PLANE_SPAN}+0,x
sta: {2*SPRITE_PLANE_SPAN}+2,x
sta: {3*SPRITE_PLANE_SPAN}+0,x
sta: {3*SPRITE_PLANE_SPAN}+2,x
sta: {4*SPRITE_PLANE_SPAN}+0,x
sta: {4*SPRITE_PLANE_SPAN}+2,x
sta: {5*SPRITE_PLANE_SPAN}+0,x
sta: {5*SPRITE_PLANE_SPAN}+2,x
sta: {6*SPRITE_PLANE_SPAN}+0,x
sta: {6*SPRITE_PLANE_SPAN}+2,x
sta: {7*SPRITE_PLANE_SPAN}+0,x
sta: {7*SPRITE_PLANE_SPAN}+2,x
pea #^spritemask
plb
lda #$FFFF
sta: {0*SPRITE_PLANE_SPAN}+0,x
sta: {0*SPRITE_PLANE_SPAN}+2,x
sta: {1*SPRITE_PLANE_SPAN}+0,x
sta: {1*SPRITE_PLANE_SPAN}+2,x
sta: {2*SPRITE_PLANE_SPAN}+0,x
sta: {2*SPRITE_PLANE_SPAN}+2,x
sta: {3*SPRITE_PLANE_SPAN}+0,x
sta: {3*SPRITE_PLANE_SPAN}+2,x
sta: {4*SPRITE_PLANE_SPAN}+0,x
sta: {4*SPRITE_PLANE_SPAN}+2,x
sta: {5*SPRITE_PLANE_SPAN}+0,x
sta: {5*SPRITE_PLANE_SPAN}+2,x
sta: {6*SPRITE_PLANE_SPAN}+0,x
sta: {6*SPRITE_PLANE_SPAN}+2,x
sta: {7*SPRITE_PLANE_SPAN}+0,x
sta: {7*SPRITE_PLANE_SPAN}+2,x
pla
plb
rts
; Add a new sprite to the rendering pipeline
;
; The tile id ithe range 0 - 511. The top 7 bits are used as sprite control bits
;
; Bit 9 : Horizontal flip.
; Bit 10 : Vertical flip.
; Bits 11 - 12 : Sprite Size Selector
; 00 - 8x8 (1x1 tile)
; 01 - 8x16 (1x2 tiles)
; 10 - 16x8 (2x1 tiles)
; 11 - 16x16 (2x2 tiles)
; Bit 13 : Reserved. Must be zero.
; Bit 14 : Reserved. Must be zero.
; Bit 15 : Low Sprite priority. Draws behind high priority tiles.
;
; When a sprite has a size > 8x8, the horizontal tiles are taken from the next tile index and
; the vertical tiles are taken from tileId + 32. This is why tile sheets should be saved
; with a width of 256 pixels.
;
; Single sprite are limited to 24 lines high because there are 28 lines of padding above and below the
; sprite plane buffers, so a sprite that is 32 lines high could overflow the drawing area.
;
; A = tileId + flags
; X = x position
; Y = y position
AddSprite ENT
phb
phk
plb
jsr _AddSprite
plb
rtl
_AddSprite
phx ; Save the horizontal position and tile ID
pha
ldx #0
:loop lda _Sprites+SPRITE_STATUS,x ; Look for an open slot
beq :open
inx
inx
cpx #MAX_SPRITES*2
bcc :loop
pla ; Early out
pla
sec ; Signal that no sprite slot was available
rts
:open lda #SPRITE_STATUS_DIRTY
sta _Sprites+SPRITE_STATUS,x ; Mark this sprite slot as occupied and that it needs to be drawn
pla
sta _Sprites+SPRITE_ID,x ; Keep a copy of the full descriptor
jsr _GetTileAddr ; This applies the TILE_ID_MASK
sta _Sprites+TILE_DATA_OFFSET,x
tya ; Y coordinate
sta _Sprites+SPRITE_Y,x
pla ; X coordinate
sta _Sprites+SPRITE_X,x
jsr _GetSpriteVBuffAddr ; Preserves X-register
sta _Sprites+VBUFF_ADDR,x
clc ; Mark that the sprite was successfully added
txa ; And return the sprite ID
rts
; X = x coordinate
; Y = y coordinate
GetSpriteVBuffAddr ENT
jsr _GetSpriteVBuffAddr
rtl
; A = x coordinate
; Y = y coordinate
_GetSpriteVBuffAddr
pha
tya
clc
adc #NUM_BUFF_LINES ; The virtual buffer has 24 lines of off-screen space
xba ; Each virtual scan line is 256 bytes wide for overdraw space
clc
adc 1,s
sta 1,s
pla
rts
; Move a sprite to a new location. If the tile ID of the sprite needs to be changed, then
; a full remove/add cycle needs to happen
;
; A = sprite ID
; X = x position
; Y = y position
UpdateSprite ENT
phb
phk
plb
jsr _UpdateSprite
plb
rtl
_UpdateSprite
cmp #MAX_SPRITES*2 ; Make sure we're in bounds
bcc :ok
rts
:ok
stx tmp0 ; Save the horizontal position
and #$FFFE ; Defensive
tax ; Get the sprite index
lda #SPRITE_STATUS_DIRTY ; Position is changing, mark as dirty
sta _Sprites+SPRITE_STATUS,x ; Mark this sprite slot as occupied and that it needs to be drawn
lda _Sprites+VBUFF_ADDR,x ; Save the previous draw location for erasing
sta _Sprites+OLD_VBUFF_ADDR,x
; lda _Sprites+SPRITE_X,x
; sta _Sprites+OLD_SPRITE_X,x
; lda _Sprites+SPRITE_Y,x
; sta _Sprites+OLD_SPRITE_Y,x
lda tmp0 ; Update the X coordinate
sta _Sprites+SPRITE_X,x
tya ; Update the Y coordinate
sta _Sprites+SPRITE_Y,x
lda tmp0
jsr _GetSpriteVBuffAddr
sta _Sprites+VBUFF_ADDR,x
rts
; Sprite data structures. We cache quite a few pieces of information about the sprite
; to make calculations faster, so this is hidden from the caller.
;
; Each sprite record contains the following properties:
;
; +0: Sprite status word (0 = unoccupied)
; +2: Tile data address
; +4: Screen offset address (used for data and masks)
; Number of "off-screen" lines above logical (0,0)
NUM_BUFF_LINES equ 24
MAX_SPRITES equ 16
SPRITE_REC_SIZE equ 34
SPRITE_STATUS_EMPTY equ 0
SPRITE_STATUS_CLEAN equ 1
SPRITE_STATUS_DIRTY equ 2
SPRITE_STATUS equ {MAX_SPRITES*0}
TILE_DATA_OFFSET equ {MAX_SPRITES*2}
VBUFF_ADDR equ {MAX_SPRITES*4}
SPRITE_ID equ {MAX_SPRITES*6}
SPRITE_X equ {MAX_SPRITES*8}
SPRITE_Y equ {MAX_SPRITES*10}
OLD_VBUFF_ADDR equ {MAX_SPRITES*12}
TILE_STORE_ADDR_1 equ {MAX_SPRITES*14}
TILE_STORE_ADDR_2 equ {MAX_SPRITES*16}
TILE_STORE_ADDR_3 equ {MAX_SPRITES*18}
TILE_STORE_ADDR_4 equ {MAX_SPRITES*20}
TILE_STORE_ADDR_5 equ {MAX_SPRITES*22}
TILE_STORE_ADDR_6 equ {MAX_SPRITES*24}
TILE_STORE_ADDR_7 equ {MAX_SPRITES*26}
TILE_STORE_ADDR_8 equ {MAX_SPRITES*28}
TILE_STORE_ADDR_9 equ {MAX_SPRITES*30}
TILE_STORE_ADDR_10 equ {MAX_SPRITES*32}
_Sprites ds SPRITE_REC_SIZE*MAX_SPRITES