Commit Graph

533 Commits

Author SHA1 Message Date
Lucas Scharenbroich
260b2097c2 Continue fixing code issues; strange relocation error happening 2022-02-18 13:42:37 -06:00
Lucas Scharenbroich
95058fb969 Checkpoint for sprite rewrite
All of the sprite rendering has been deferred down to the level of
the tile drawing. Sprites are no longer drawn/erased, but instead
a sprite sheet is generated in AddSprite and referenced by the
renderer.

Because there is no longer a single off-screen buffer that holds
a copy of all the rendered sprites, the TileStore size must be
expanded to hold a reference to the sprite data address fo each
tile.  This increase in data structure size require the TileStore
to be put into its own bank and appropriate code restructuring.

The benefits to the rewrite are significant:

  1. Sprites are never drawn/erased off-screen.  They are only
     ever drawn directly to the screen or play field.
  2. The concept of "damaged" sprites is gone.  Every dirty tile
     automatically renders just to portion of a sprite that it
     intersects.

These two properties result in a substantial increase in throughput.
2022-02-18 12:12:32 -06:00
Lucas Scharenbroich
d96928e562 Add separte TileStore bank 2022-02-18 12:11:22 -06:00
Lucas Scharenbroich
d6aee84edf Add a small animation of parallax scrolling 2022-02-11 16:14:10 -06:00
Lucas Scharenbroich
397df074ac Sprite state rework; have run out of bank space 2022-02-07 01:19:31 -06:00
Lucas Scharenbroich
89ea425043 Start work on sprite attribute caching 2022-02-04 12:37:05 -06:00
Lucas Scharenbroich
4d7ff46250 Add zelda demo that utilized dirty rectangle updates 2022-02-03 23:46:32 -06:00
Lucas Scharenbroich
8b852485ac Fix dirty sprite renderer when StartX and StartY are not zero 2022-02-03 23:44:46 -06:00
Lucas Scharenbroich
525f6d9c67 Add specialized erase routines for different sprite sizes 2022-02-03 08:59:10 -06:00
Lucas Scharenbroich
d3b61f8de6 Merge branch 'toolbox-conversion' 2022-02-03 08:51:49 -06:00
Lucas Scharenbroich
1b9425b620 Streamline sprite functions; untested conceptual changes 2022-02-03 08:50:11 -06:00
Lucas Scharenbroich
16a3a385a9 Update some comments 2022-02-02 17:24:27 -06:00
Lucas Scharenbroich
5f492fd557 Save 1 cycle per line in the PEA fast-path for odd-aligned blits 2022-02-02 14:30:48 -06:00
Lucas Scharenbroich
108335e90a Add link to John Brooks' technical post on fast GS graphics 2022-02-02 10:23:39 -06:00
Lucas Scharenbroich
1fe02e035c Checkpoint 2022-02-02 10:21:31 -06:00
Lucas Scharenbroich
027f9746ec Checkpoint of work 2022-01-19 20:58:57 -06:00
Lucas Scharenbroich
3848c98a21 More documentation 2021-11-23 10:26:34 -06:00
Lucas Scharenbroich
9652a20a3b Add pre-configured play field size table to docs 2021-11-23 09:25:03 -06:00
Lucas Scharenbroich
af1c728303 Fix table entries 2021-11-23 00:17:02 -06:00
Lucas Scharenbroich
e5aacae8c7 Begin work on updating README 2021-11-22 23:53:13 -06:00
Lucas Scharenbroich
b24e5933e0 Add cheezy logo 2021-11-22 21:47:41 -06:00
Lucas Scharenbroich
69ed76a65d Optimize the simple mixed BG0/BG1 handler
There is enough room in the 32-byte exception handler to inline the
9-byte epilogue when generating the code sequence for mixed BG1/BG0
rendering.

This code sequence is generated once and run for as many frames as the
word appear on screen, so saving an uncondition branch (3 cycles) at the
cost of 60 cycles is probably worth it.
2021-11-22 16:56:53 -06:00
Lucas Scharenbroich
7d76089215 Remove some dead code 2021-11-22 16:53:47 -06:00
Lucas Scharenbroich
140126afd8 Optimize odd-aligned case in the blitter
The SEP/REP pairs that are used to move in and out
of 8-bit mode to do the single-byte pushed on the left
and right edges of the screen can also be used to clear
the necessary carry and overflow flags.
2021-11-22 16:13:29 -06:00
Lucas Scharenbroich
4075ed911c Use the 'f' key to have the SPRITE_HIDE flag set every other frame for a flashing effect 2021-11-22 13:27:27 -06:00
Lucas Scharenbroich
5bc9cc7ff2 Add a SPRITE_HIDE flag to toggle whether a sprite is drawn or not 2021-11-22 13:26:25 -06:00
Lucas Scharenbroich
2683a91e93 Fix sprite rendering with overlapping sprites. Must erase all sprites first, then re-render 2021-11-20 21:58:09 -06:00
Lucas Scharenbroich
90267e4646 Test updating tile ID in UpdateSprite for a run sequence. 2021-11-20 20:33:27 -06:00
Lucas Scharenbroich
9b5d3da0e4 Let character remain facing the direction they were moving after stopping 2021-11-20 14:03:00 -06:00
Lucas Scharenbroich
76801c0e5e Simplify all of the remaining tile blitters 2021-11-20 13:58:24 -06:00
Lucas Scharenbroich
cd5de05d74 Most of the horizontal flip routines are not needed since the _GetTileAddr function returns the correct tile address. Need to finish auditing other Tile blitters 2021-11-20 13:54:19 -06:00
Lucas Scharenbroich
65ce5cbbc0 Add 16x16 vertical flip routine 2021-11-20 13:26:00 -06:00
Lucas Scharenbroich
b607275089 Separate updating a sprite's position with updating it's flags 2021-11-20 12:16:03 -06:00
Lucas Scharenbroich
0cc28f9e6e Generalize _DrawSprite to handle all sizes and flip bits. 2021-11-20 12:00:21 -06:00
Lucas Scharenbroich
e65e6dac8b Fix mask generatino of flipped tiles 2021-11-20 11:59:37 -06:00
Lucas Scharenbroich
c92606840a Fix mask generation bug; mask was reversed 2021-11-20 11:09:57 -06:00
Lucas Scharenbroich
c08a4f7278
Merge pull request #3 from lscharen/expand-exception-handler-space
Expand exception handler space
2021-11-19 16:52:18 -06:00
Lucas Scharenbroich
a7ba1e4b6b Add final tile blitter 2021-11-19 16:48:39 -06:00
Lucas Scharenbroich
fd6c686a95 Fix ordering bug that caused /usr/bin/bash0 values to overwrite the sprite 2021-11-19 16:40:21 -06:00
Lucas Scharenbroich
39303041f9 Add priority dynamic tiles + sprite blitter 2021-11-19 16:30:22 -06:00
Lucas Scharenbroich
44cbba3f23 Add in new variants for sprite and priority tiles 2021-11-19 15:07:43 -06:00
Lucas Scharenbroich
5fdb4bcf06 Fix transposed argument in macro definition; dynamic tile + sprite now working 2021-11-19 13:26:19 -06:00
Lucas Scharenbroich
b4871efe8f Streamlining tile blitter macros 2021-11-19 13:00:59 -06:00
Lucas Scharenbroich
4c31a0d056 Reorg of exception handling code in the core blitter
* Moved V-flag handling outside of the 32-byte exception handler
* Switched relative branches to JMP to save a cycle per word
* Updated macros to create a full code snippet instead of assuming
  certain values exist in the exception handler buffer
2021-11-19 10:24:09 -06:00
Lucas Scharenbroich
0a9eb76ab5 Checkpoint; have old Dynamic Tile Renderers working 2021-11-18 16:23:44 -06:00
Lucas Scharenbroich
ba76b0047c Checkpoint on dynamic tile blitters 2021-11-18 15:36:36 -06:00
Lucas Scharenbroich
9a6eb45b20 Add Masked Sprite Tile blitter and fix some minor issues with the macro 2021-11-15 21:23:15 -06:00
Lucas Scharenbroich
d268b34e76 Get masking working with tile map output again 2021-11-15 16:41:01 -06:00
Lucas Scharenbroich
976ab3163b Fix offset for filling wrap-around byte in BG1 2021-11-15 12:32:38 -06:00
Lucas Scharenbroich
dfd5549918 Sync up with current WIP 2021-11-15 12:23:38 -06:00