mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-19 22:31:15 +00:00
1094 lines
23 KiB
ArmAsm
1094 lines
23 KiB
ArmAsm
; PPU simulator
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;
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; Any read/write to the PPU registers in the ROM is intercepted and passed here.
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const8 mac
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db ]1,]1,]1,]1,]1,]1,]1,]1
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<<<
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const32 mac
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const8 ]1
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const8 ]1+1
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const8 ]1+2
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const8 ]1+3
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<<<
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rep8 mac
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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<<<
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mx %11
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dw $a5a5 ; marker to find in memory
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ppuaddr ENT
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ds 2 ; 16-bit ppu address
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w_bit dw 1 ; currently writing to high or low to the address latch
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vram_buff dw 0 ; latched data when reading VRAM ($0000 - $3EFF)
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ppuincr dw 1 ; 1 or 32 depending on bit 2 of PPUCTRL
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spadr dw $0000 ; Sprite pattern table ($0000 or $1000) depending on bit 3 of PPUCTRL
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ntaddr dw $2000 ; Base nametable address ($2000, $2400, $2800, $2C00), bits 0 and 1 of PPUCTRL
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bgadr dw $0000 ; Background pattern table address
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ppuctrl dw 0 ; Copy of the ppu ctrl byte
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ppumask dw 0 ; Copy of the ppu mask byte
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ppustatus dw 0
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oamaddr dw 0 ; Typically this will always be 0
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ppuscroll dw 0 ; Y X coordinates
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ntbase db $20,$24,$28,$2c
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assert_lt mac
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cmp ]1
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bcc ok
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brk ]2
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ok
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<<<
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assert_x_lt mac
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cpx ]1
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bcc ok
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brk ]2
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ok
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<<<
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cond mac
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bit ]1
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beq cond_0
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lda ]3
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bra cond_s
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cond_0 lda ]2
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cond_s sta ]4
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<<<
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; $2000 - PPUCTRL (Write only)
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PPUCTRL_WRITE ENT
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php
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phb
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phk
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plb
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sta ppuctrl
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phx
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; Set the pattern table base address
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and #$03
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tax
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lda ntbase,x
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sta ntaddr+1
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; Set the vram increment
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lda ppuctrl
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cond #$04;#$01;#$20;ppuincr
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; Set the sprite table address
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lda ppuctrl
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cond #$08;#$00;#$10;spadr+1
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; Set the background table address
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lda ppuctrl
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cond #$10;#$00;#$10;bgadr+1
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plx
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lda ppuctrl
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plb
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plp
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rtl
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; $2001 - PPUMASK (Write only)
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PPUMASK_WRITE ENT
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stal ppumask
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rtl
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; $2002 - PPUSTATUS For "ldx ppustatus"
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PPUSTATUS_READ_X ENT
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php
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pha
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lda #1
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stal w_bit ; Reset the address latch used by PPUSCROLL and PPUADDR
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ldal ppustatus
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tax
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and #$7F ; Clear the VBL flag
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stal ppustatus
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pla ; Restore the accumulator (return value in X)
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plp
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phx ; re-read x to set any relevant flags
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plx
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rtl
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PPUSTATUS_READ ENT
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php
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lda #1
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stal w_bit ; Reset the address latch used by PPUSCROLL and PPUADDR
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ldal ppustatus
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pha
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and #$7F ; Clear the VBL flag
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stal ppustatus
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pla ; pop the return value
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plp
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pha ; re-read accumulator to set any relevant flags
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pla
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rtl
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; $2003
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OAMADDR_WRITE ENT
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stal oamaddr
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rtl
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; $2005 - PPU SCROLL
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PPUSCROLL_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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ldx w_bit
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sta ppuscroll,x
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txa
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eor #$01
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sta w_bit
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pla
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plx
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plb
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plp
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rtl
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; $2006 - PPUADDR
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PPUADDR_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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ldx w_bit
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sta ppuaddr,x
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; assert_lt #$40;$D0
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txa
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eor #$01
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sta w_bit
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lda ppuaddr+1 ; Stay within the mirrored memory space
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and #$3F
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sta ppuaddr+1
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pla
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plx
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plb
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plp
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rtl
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; 2007 - PPUDATA (Read/Write)
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;
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; If reading from the $0000 - $3EFF range, the value from vram_buff is returned and the actual data is loaded
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; post-fetch.
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PPUDATA_READ ENT
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php
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phb
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phk
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plb
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phx
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rep #$30 ; do a 16-bit update of the address
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ldx ppuaddr
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txa
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; assert_lt #$4000;$d1
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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sep #$20 ; back to 8-bit acc for the read itself
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cpx #$3F00 ; check which range of memory we are accessing?
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bcc :buff_read
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lda PPU_MEM,x
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bra :out
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:buff_read
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lda vram_buff ; read from the buffer
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pha
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lda PPU_MEM,x ; put the data in the buffer for the next read
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sta vram_buff
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pla ; pop the return value
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:out
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sep #$10
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plx
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plb
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plp
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pha
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pla
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rtl
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ppu_write_log_len dw 0
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ppu_write_log ds 100 ; record the first 50 PPU write addresses in each frame
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nt_queue_front dw 0
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nt_queue_end dw 0
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nt_queue ds 2*{NT_QUEUE_SIZE}
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PPUDATA_WRITE ENT
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php
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phb
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phk
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plb
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pha
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phx
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rep #$10
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ldx ppuaddr
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* cpx #$3F00 ; Just log nametable access, not palette info
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* bcs :nolog
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* phy
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* pha
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* ldy ppu_write_log_len
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* cpy #50
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* bcs :log_full
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* rep #$20
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* txa
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* sta ppu_write_log,y
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* lda 1,s
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* and #$00FF
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* sta ppu_write_log+50,y
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* iny
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* iny
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* sty ppu_write_log_len
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* sep #$20
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* :log_full
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* pla
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* ply
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* :nolog
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; cmp #$47
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; bne :nobrk
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; cpx #$2308
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; bne :nobrk
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; brk $FD
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;:nobrk
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cmp PPU_MEM,x
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beq :nochange
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sta PPU_MEM,x
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rep #$30
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txa
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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; Anything between $2000 and $3000, we need to add to the queue. We can't reject updates here because we may not
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; actually update the GTE tile store for several game frames and the position of the tile within the tile store
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; may change if the screen is scrolling
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cpx #$3000
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bcs :nocache
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cpx #$2000 ; Change to $2080 to ignore score field updates
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bcc :nocache
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phy
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lda nt_queue_end
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tay
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inc
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inc
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and #NT_QUEUE_MOD
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cmp nt_queue_front
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beq :full
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sta nt_queue_end
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txa
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sta nt_queue,y
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:full
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lda #1
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jsr setborder
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ply
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:nocache
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cpx #$3F00
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bcs :extra
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bra :done
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:nochange
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rep #$30
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txa
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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:done
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sep #$30
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plx
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pla
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plb
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plp
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rtl
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setborder
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php
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sep #$20
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eorl $E0C034
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and #$F0
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eorl $E0C034
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stal $E0C034
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plp
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rts
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; Do some extra work to keep palette data in sync
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;
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; Based on the palette data that SMB uses, we map the NES palette entries as
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;
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; NES Description IIgs Palette
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; ----------------------------------------
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; BG0 Background color 0
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; BG0,1 Light Green 1
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; BG0,2 Dark Green 2
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; BG0,3 Black 3
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; BG1,1 Peach 4
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; BG1,2 Brown 5
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; BG1,3 Black 3
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; BG2,1 White 6
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; BG2,2 Light Blue 7
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; BG2,3 Black 3
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; BG3,1 Cycle 8 ; Coins / Blocks
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; BG3,2 Brown 5
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; BG3,3 Black 3
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; SP0 0
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; SP0,1 Red 9
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; SP0,2 Orange 10
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; SP0,3 Olive 11
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; SP1,1 Dark Green 2
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; SP1,2 White 6
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; SP1,3 Orange 10
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; SP2,1 Red 9
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; SP2,2 White 6
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; SP2,3 Orange 10
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; SP3,1 Black 3
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; SP3,2 Peach 4
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; SP3,3 Brown 5
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;
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; There are 4 color to spare in case we need to add more entries. This mapping table is important because
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; we have to have a custom tile rendering function and custom sprite rendering function that will dynamically
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; map the 2-bit tile data into the proper palette range. This will likely be implemented with an 8-bit
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; swizzle table. Possible optimization later on is to pre-swizzle certain tiles assuming that the palette
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; assignments never change.
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;
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; BG Palette 2 can probably be ignored because it's just for the top of the screen and we can use a separate
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; SCB palette for that line
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mx %00
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:extra
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txa
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and #$001F
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asl
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tax
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jmp (palTbl,x)
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palTbl dw ppu_3F00,ppu_3F01,ppu_3F02,ppu_3F03
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dw ppu_3F04,ppu_3F05,ppu_3F06,ppu_3F07
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dw ppu_3F08,ppu_3F09,ppu_3F0A,ppu_3F0B
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dw ppu_3F0C,ppu_3F0D,ppu_3F0E,ppu_3F0F
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dw ppu_3F10,ppu_3F11,ppu_3F12,ppu_3F13
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dw ppu_3F14,ppu_3F15,ppu_3F16,ppu_3F17
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dw ppu_3F18,ppu_3F19,ppu_3F1A,ppu_3F1B
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dw ppu_3F1C,ppu_3F1D,ppu_3F1E,ppu_3F1F
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; Background color
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ppu_3F00
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lda PPU_MEM+$3F00
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ldx #0
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brl extra_out
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; Background Palette 0
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ppu_3F01
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lda PPU_MEM+$3F01
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ldx #2
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brl extra_out
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ppu_3F02
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lda PPU_MEM+$3F02
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ldx #4
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brl extra_out
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ppu_3F03
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lda PPU_MEM+$3F03
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ldx #6
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brl extra_out
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; Shadow for background color
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ppu_3F10
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lda PPU_MEM+$3F10
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ldx #0
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brl extra_out
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; Sprite Palette 0
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ppu_3F11
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lda PPU_MEM+$3F11
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ldx #8
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brl extra_out
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ppu_3F12
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lda PPU_MEM+$3F12
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ldx #10
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brl extra_out
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ppu_3F13
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lda PPU_MEM+$3F13
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ldx #12
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brl extra_out
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; Sprite Palette 1
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ppu_3F15
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lda PPU_MEM+$3F15
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ldx #14
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brl extra_out
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ppu_3F16
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lda PPU_MEM+$3F16
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ldx #16
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brl extra_out
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ppu_3F17
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lda PPU_MEM+$3F17
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ldx #18
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brl extra_out
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; Sprite Palette 2
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ppu_3F19
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lda PPU_MEM+$3F19
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ldx #20
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brl extra_out
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ppu_3F1A
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lda PPU_MEM+$3F1A
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ldx #22
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brl extra_out
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ppu_3F1B
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lda PPU_MEM+$3F1B
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ldx #24
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brl extra_out
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; Sprite Palette 3
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ppu_3F1D
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lda PPU_MEM+$3F1D
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ldx #26
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brl extra_out
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ppu_3F1E
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lda PPU_MEM+$3F1E
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ldx #28
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brl extra_out
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ppu_3F1F
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lda PPU_MEM+$3F1F
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ldx #30
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brl extra_out
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ppu_3F04
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ppu_3F05
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ppu_3F06
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ppu_3F07
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ppu_3F08
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ppu_3F09
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ppu_3F0A
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ppu_3F0B
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ppu_3F0C
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ppu_3F0D
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ppu_3F0E
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ppu_3F0F
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ppu_3F14
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ppu_3F18
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ppu_3F1C
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brl no_pal
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; Exit code to set a IIgs palette entry from the PPU memory
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;
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; A = NES palette value
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; X = IIgs Palette index
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extra_out
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phy
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and #$00FF
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asl
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tay
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lda nesPalette,y
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ply
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stal $E19E00,x
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no_pal
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sep #$30
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plx
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pla
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plb
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plp
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rtl
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; Trigger a copy from a page of memory to OAM. Since this is a DMA operation, we can cheat and do a 16-bit copy
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PPUDMA_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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rep #$30
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xba
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and #$FF00
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tax
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]n equ 0
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lup 128
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ldal ROMBase+]n,x
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sta PPU_OAM+]n
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]n = ]n+2
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--^
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sep #$30
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pla
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plx
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plb
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plp
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rtl
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y_offset_rows equ 2
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y_height_rows equ 25
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y_offset equ {y_offset_rows*8}
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y_height equ {y_height_rows*8}
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x_offset equ 16
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; Scan the OAM memory and copy the values of the sprites that need to be drawn. There are two reasons to do this
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;
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; 1. Freeze the OAM memory at this instanct so that the NES ISR can keep running without changing values
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; 2. We have to scan this list twice -- once to build up the shadow list and once to actually render the sprites
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OAM_COPY ds 256
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spriteCount ds 0
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db 0 ; Pad in case we can to access using 16-bit instructions
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mx %00
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scanOAMSprites
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stz Tmp5
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sep #$30
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ldx #4 ; Always skip sprite 0
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ldy #0
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:loop
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lda PPU_OAM,x ; Y-coordinate
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cmp #y_height+y_offset-9
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bcs :skip
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cmp #y_offset
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bcc :skip
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lda PPU_OAM+1,x ; $FC is an empty tile, don't draw it
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cmp #$FC
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beq :skip
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lda PPU_OAM+3,x ; If X-coordinate is off the edge skip it, too.
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cmp #255-8
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bcs :skip
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rep #$20
|
|
lda PPU_OAM,x
|
|
sta OAM_COPY,y
|
|
lda PPU_OAM+2,x
|
|
sta OAM_COPY+2,y
|
|
sep #$20
|
|
|
|
* ; Debug OAM values
|
|
* phy
|
|
* phx
|
|
|
|
* rep #$30
|
|
* ldx Tmp5
|
|
* cpx #{160*190}
|
|
* bcs :nodraw
|
|
|
|
* lda OAM_COPY+2,y
|
|
* pha
|
|
* lda OAM_COPY,y
|
|
* ldy #$FFFF
|
|
* jsr DrawWord
|
|
|
|
* lda Tmp5
|
|
* clc
|
|
* adc #128+16
|
|
* tax
|
|
* ldy #$FFFF
|
|
* pla
|
|
* jsr DrawWord
|
|
|
|
* lda Tmp5
|
|
* clc
|
|
* adc #8*160
|
|
* sta Tmp5
|
|
|
|
* :nodraw
|
|
* sep #$30
|
|
* plx
|
|
* ply
|
|
|
|
iny
|
|
iny
|
|
iny
|
|
iny
|
|
|
|
:skip
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
bne :loop
|
|
|
|
sty spriteCount ; Count * 4
|
|
rep #$30
|
|
rts
|
|
|
|
; Screen is 200 lines tall. It's worth it be exact when building the list because one extra
|
|
; draw + shadow sequence takes at least 1,000 cycles.
|
|
shadowBitmap ds 32 ; Provide enough space for the full ppu range (240 lines) + 16 since the y coordinate can be off-screen
|
|
|
|
; A representation of the list as [top, bot) pairs
|
|
shadowListCount dw 0 ; Pad for 16-bit comparisons
|
|
shadowListTop ds 64
|
|
shadowListBot ds 64
|
|
|
|
mx %00
|
|
buildShadowBitmap
|
|
|
|
; zero out the bitmap (16-bit writes)
|
|
]n equ 0
|
|
lup 15
|
|
stz shadowBitmap+]n
|
|
]n = ]n+2
|
|
--^
|
|
|
|
; Run through the list of visible sprites and ORA in the bits that represent them
|
|
sep #$30
|
|
|
|
ldx #0
|
|
cpx spriteCount
|
|
beq :exit
|
|
|
|
:loop
|
|
phx
|
|
|
|
; ldy PPU_OAM,x
|
|
ldy OAM_COPY,x
|
|
iny ; This is the y-coordinate of the top of the sprite
|
|
|
|
ldx y2idx,y ; Get the index into the shadowBitmap array for this y coordinate
|
|
lda y2low,y ; Get the bit pattern for the first byte
|
|
ora shadowBitmap,x
|
|
sta shadowBitmap,x
|
|
lda y2high,y ; Get the bit pattern for the second byte
|
|
ora shadowBitmap+1,x
|
|
sta shadowBitmap+1,x
|
|
|
|
plx
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
cpx spriteCount
|
|
bcc :loop
|
|
|
|
:exit
|
|
rep #$30
|
|
rts
|
|
|
|
y2idx const32 $00
|
|
const32 $04
|
|
const32 $08
|
|
const32 $0C ; 128 bytes
|
|
const32 $10
|
|
const32 $14
|
|
const32 $18
|
|
const32 $1C
|
|
|
|
; Repeating pattern of 8 consecutive 1 bits
|
|
y2low rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
|
|
y2high rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
|
|
; 25 entries to multiple steps in the shadow bitmap to scanlines
|
|
mul8 db $00,$08,$10,$18,$20,$28,$30,$38
|
|
db $40,$48,$50,$58,$60,$68,$70,$78
|
|
db $80,$88,$90,$98,$A0,$A8,$B0,$B8
|
|
db $C0,$C8,$D0,$D8,$E0,$E8,$F0,$F8
|
|
|
|
; Given a bit pattern, create a LUT that count to the first set bit (MSB -> LSB), e.g. $0F = 4, $3F = 2
|
|
offset db 0,7,6,6,5,5,5,5,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3 ; 0, 1, 2, 4, 8, 16
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 ; 32
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
|
|
; Scan the bitmap list and call BltRange on the ranges
|
|
mx %00
|
|
drawShadowList
|
|
ldx #0
|
|
cpx shadowListCount
|
|
beq :exit
|
|
|
|
:loop
|
|
phx
|
|
|
|
lda shadowListBot,x
|
|
and #$00FF
|
|
tay
|
|
; cpy #201
|
|
; bcc *+4
|
|
; brk $cc
|
|
|
|
lda shadowListTop,x
|
|
and #$00FF
|
|
tax
|
|
; cpx #200
|
|
; bcc *+4
|
|
; brk $dd
|
|
|
|
lda #0 ; Invoke the BltRange function
|
|
jsl LngJmp
|
|
|
|
plx
|
|
inx
|
|
cpx shadowListCount
|
|
bcc :loop
|
|
:exit
|
|
rts
|
|
|
|
; Altername between BltRange and PEISlam to expose the screen
|
|
exposeShadowList
|
|
:last equ Tmp0
|
|
:top equ Tmp1
|
|
:bottom equ Tmp2
|
|
|
|
ldx #0
|
|
stx :last
|
|
cpx shadowListCount
|
|
beq :exit
|
|
|
|
:loop
|
|
phx
|
|
|
|
lda shadowListTop,x
|
|
and #$00FF
|
|
sta :top
|
|
|
|
cmp #200
|
|
bcc *+4
|
|
brk $44
|
|
|
|
lda shadowListBot,x
|
|
and #$00FF
|
|
sta :bottom
|
|
|
|
cmp #201
|
|
bcc *+4
|
|
brk $66
|
|
|
|
cmp :top
|
|
bcs *+4
|
|
brk $55
|
|
|
|
ldx :last
|
|
ldy :top
|
|
lda #0
|
|
jsl LngJmp ; Draw the background up to this range
|
|
|
|
ldx :top
|
|
ldy :bottom
|
|
sty :last ; This is where we ended
|
|
lda #1
|
|
jsl LngJmp ; Expose the already-drawn sprites
|
|
|
|
plx
|
|
inx
|
|
cpx shadowListCount
|
|
bcc :loop
|
|
|
|
:exit
|
|
ldx :last ; Expose the final part
|
|
ldy #y_height
|
|
lda #0
|
|
jsl LngJmp
|
|
rts
|
|
|
|
; This routine needs to adjust the y-coordinates based of the offset of the GTE playfield within
|
|
; the PPU RAM
|
|
shadowBitmapToList
|
|
:top equ Tmp0
|
|
:bottom equ Tmp2
|
|
|
|
sep #$30
|
|
|
|
ldx #y_offset_rows ; Start at he third row (y_offset = 16) walk the bitmap for 25 bytes (200 lines of height)
|
|
lda #0
|
|
sta shadowListCount ; zero out the shadow list count
|
|
|
|
; This loop is called when we are not tracking a sprite range
|
|
:zero_loop
|
|
ldy shadowBitmap,x
|
|
beq :zero_next
|
|
|
|
lda mul8-y_offset_rows,x ; This is the scanline we're on (offset by the starting byte)
|
|
clc
|
|
adc offset,y ; This is the first line defined by the bit pattern
|
|
sta :top
|
|
bra :one_next
|
|
|
|
:zero_next
|
|
inx
|
|
cpx #y_height_rows+y_offset_rows+1 ; End at byte 27
|
|
bcc :zero_loop
|
|
bra :exit ; ended while not tracking a sprite, so exit the function
|
|
|
|
:one_loop
|
|
lda shadowBitmap,x ; if the next byte is all sprite, just continue
|
|
eor #$FF
|
|
beq :one_next
|
|
|
|
tay ; Use the inverted bitfield in order to re-use the same lookup table
|
|
lda mul8-y_offset_rows,x
|
|
clc
|
|
adc offset,y
|
|
|
|
ldy shadowListCount
|
|
sta shadowListBot,y
|
|
lda :top
|
|
sta shadowListTop,y
|
|
iny
|
|
sty shadowListCount
|
|
bra :zero_next
|
|
|
|
:one_next
|
|
inx
|
|
cpx #y_height_rows+y_offset_rows+1
|
|
bcc :one_loop
|
|
|
|
; If we end while tracking a sprite, add to the list as the last item
|
|
|
|
ldx shadowListCount
|
|
lda :top
|
|
sta shadowListTop,x
|
|
lda #y_height
|
|
sta shadowListBot,x
|
|
inx
|
|
stx shadowListCount
|
|
|
|
:exit
|
|
rep #$30
|
|
lda shadowListCount
|
|
cmp #64
|
|
bcc *+4
|
|
brk $13
|
|
|
|
|
|
rts
|
|
|
|
; Helper to bounce into the function in the FTblPtr. See IIgs TN #90
|
|
LngJmp
|
|
sty FTblTmp
|
|
asl
|
|
asl
|
|
tay
|
|
iny
|
|
lda [FTblPtr],y
|
|
pha
|
|
dey
|
|
lda [FTblPtr],y
|
|
dec
|
|
phb
|
|
sta 1,s
|
|
ldy FTblTmp ; Restore the y register
|
|
rtl
|
|
|
|
; Callback entrypoint from the GTE renderer
|
|
drawOAMSprites
|
|
phb
|
|
phd
|
|
|
|
phk
|
|
plb
|
|
|
|
pha
|
|
|
|
lda DPSave
|
|
tcd
|
|
|
|
; Save the pointer to the function table
|
|
|
|
sty FTblPtr
|
|
stx FTblPtr+2
|
|
|
|
pla
|
|
|
|
; Check what phase we're in
|
|
;
|
|
; Phase 1: A = 0
|
|
; Phase 2: A = 1
|
|
|
|
cmp #0
|
|
bne :phase2
|
|
|
|
; This is phase 1. We will build the sprite list and draw the background in the areas covered by
|
|
; sprites. This phase draws the sprites, too
|
|
|
|
|
|
; We need to "freeze" the OAM values, otherwise they can change between when we build the rendering pipeline
|
|
|
|
sei
|
|
ldal nmiCount
|
|
pha
|
|
jsr scanOAMSprites ; Filter out any sprites that don't need to be drawn
|
|
pla
|
|
cmpl nmiCount
|
|
beq *+4
|
|
brk $1F ; Should not have serviced the VBL interrupt here....
|
|
cli
|
|
|
|
jsr buildShadowBitmap ; Run though and quickly create a bitmap of lines with sprites
|
|
jsr shadowBitmapToList ; Can the bitmap and create (top, bottom) pairs of ranges
|
|
|
|
jsr drawShadowList ; Draw the background lines that have sprite on them
|
|
jsr drawSprites ; Draw the sprites on top of the lines they occupy
|
|
|
|
bra :exit
|
|
|
|
; In Phase 2 we scan the shadow list and alternately blit the background in empty areas and
|
|
; PEI slam the sprite regions
|
|
:phase2
|
|
jsr exposeShadowList ; Show everything on the SHR screen
|
|
|
|
; Return form the callback
|
|
:exit
|
|
pld
|
|
plb
|
|
rtl
|
|
|
|
drawSprites
|
|
:tmp equ Tmp0
|
|
|
|
sep #$30 ; 8-bit cpu
|
|
|
|
; Run through the copy of the OAM memory
|
|
|
|
ldx #0
|
|
cpx spriteCount
|
|
bne oam_loop
|
|
rep #$30
|
|
rts
|
|
|
|
mx %11
|
|
oam_loop
|
|
phx ; Save x
|
|
|
|
lda OAM_COPY,x ; Y-coordinate
|
|
inc ; Compensate for PPU delayed scanline
|
|
|
|
rep #$30
|
|
and #$00FF
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
sta :tmp
|
|
asl
|
|
asl
|
|
clc
|
|
adc :tmp
|
|
clc
|
|
adc #$2000-{y_offset*160}+x_offset
|
|
sta :tmp
|
|
|
|
lda OAM_COPY+3,x
|
|
lsr
|
|
and #$007F
|
|
clc
|
|
adc :tmp
|
|
tay
|
|
|
|
lda OAM_COPY+2,x
|
|
pha
|
|
bit #$0040 ; horizontal flip
|
|
bne :hflip
|
|
|
|
lda OAM_COPY,x ; Load the tile index into the high byte (x256)
|
|
and #$FF00
|
|
lsr ; multiple by 128
|
|
tax
|
|
bra :noflip
|
|
|
|
:hflip
|
|
lda OAM_COPY,x ; Load the tile index into the high byte (x256)
|
|
and #$FF00
|
|
lsr ; multiple by 128
|
|
adc #64 ; horizontal flip
|
|
tax
|
|
|
|
:noflip
|
|
pla
|
|
asl
|
|
and #$0146 ; Set the vflip bit, priority, and palette select bits
|
|
|
|
drawTilePatch
|
|
jsl $000000 ; Draw the tile on the graphics screen
|
|
|
|
sep #$30
|
|
plx ; Restore the counter
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
cpx spriteCount
|
|
bcc oam_loop
|
|
|
|
rep #$30
|
|
rts
|
|
|