iigs-game-engine/demos/shell/Overlay.s
Lucas Scharenbroich d84ce1d8ed Fix typo
2021-10-21 08:44:49 -05:00

279 lines
8.3 KiB
ArmAsm

; An overlay is a callback from the render to shadow in a range of lines. At a minimum, the overlay
; code needs to LDA/STA or TSB slam the data, but an overlay is typically used to draw some graphic
; on top of the rendered playfield, such as a status bar or in-game message
;
; This overlay implementation is for a status bar that is 8-lines height that will be used to display some
; status information. The interesting bit of this implementation is that it's split into two pieces,
; a left and right section in order to be able to use the same code for different screen widths, but
; still keep the content in the cornders while covering the full screen.
;
; There are two subroutines that need to be implemented -- one to update the overlay content and a
; second to actually render to the screen
; Initialize the overlay be drawin gin static content that will not change over time
CHAR_TILE_BASE equ 241 ; set this to the real tile id that starts an ASCII run starting at '0' through 'Z'
; Define the sizes of the left and right overlay buffers
R_CHAR_COUNT equ 8 ; "TICK:XXX"
L_CHAR_COUNT equ 7 ; "FPS:XXX"
; Allocate a single buffer for holding both the left and right overlay characters + masks
CHAR_WIDTH equ 4
OVRLY_SPAN equ {{L_CHAR_COUNT+R_CHAR_COUNT}*CHAR_WIDTH}
ovrly_buff ds OVRLY_SPAN*8
ovrly_mask ds OVRLY_SPAN*8
r_line equ ovrly_buff+{L_CHAR_COUNT*CHAR_WIDTH}
l_line equ ovrly_buff
r_mask equ ovrly_mask+{L_CHAR_COUNT*CHAR_WIDTH}
l_mask equ ovrly_mask
MASK_OFFSET equ {ovrly_mask-ovrly_buff}
InitOverlay
lda #'F'
ldy #l_line+{CHAR_WIDTH*0}
jsr _DrawChar
lda #'P'
ldy #l_line+{CHAR_WIDTH*1}
jsr _DrawChar
lda #'S'
ldy #l_line+{CHAR_WIDTH*2}
jsr _DrawChar
lda #':'
ldy #l_line+{CHAR_WIDTH*3}
jsr _DrawChar
lda #'T'
ldy #r_line+{CHAR_WIDTH*0}
jsr _DrawChar
lda #'I'
ldy #r_line+{CHAR_WIDTH*1}
jsr _DrawChar
lda #'C'
ldy #r_line+{CHAR_WIDTH*2}
jsr _DrawChar
lda #'K'
ldy #r_line+{CHAR_WIDTH*3}
jsr _DrawChar
lda #':'
ldy #r_line+{CHAR_WIDTH*4}
jsr _DrawChar
rts
; Update the dynamic content of the overlay
_num2ascii
and #$000F
cmp #$000A
bcc :out
clc
adc #'A'-'0'-10
:out clc
adc #'0'
rts
UdtOverlay
lda frameCount ; render the FPS value
xba
jsr _num2ascii
ldy #l_line+{CHAR_WIDTH*4}
jsr _DrawChar
lda frameCount
lsr
lsr
lsr
lsr
jsr _num2ascii
ldy #l_line+{CHAR_WIDTH*5}
jsr _DrawChar
lda frameCount
jsr _num2ascii
ldy #l_line+{CHAR_WIDTH*6}
jsr _DrawChar
ldal OneSecondCounter ; reder the number of remaining seconds
xba
jsr _num2ascii
ldy #r_line+{CHAR_WIDTH*5}
jsr _DrawChar
ldal OneSecondCounter
lsr
lsr
lsr
lsr
jsr _num2ascii
ldy #r_line+{CHAR_WIDTH*6}
jsr _DrawChar
ldal OneSecondCounter
jsr _num2ascii
ldy #r_line+{CHAR_WIDTH*7}
jsr _DrawChar
rts
; Draw the overlay
; A = address of the left edge of the screen
Overlay ENT
phb ; Called via JSL
phk
plb
phd ; save the direct page register
sta l_addr ; save this value (will go into D-reg later)
clc
adc #L_CHAR_COUNT*CHAR_WIDTH ; advance past the left characters
sta m_addr ; this is the DP for the TSB slam
lda l_addr
clc
adc ScreenWidth
sec
sbc #{R_CHAR_COUNT*CHAR_WIDTH}
sta r_addr ; this is the DP for the right side
; Calculate the TSB slam entry point
sec
sbc m_addr ; calculate the number of words between the two ends
and #$FFFE
pha
lda #m_end
sec
sbc 1,s
sta m_patch+1
pla
sei
_R1W1
ldy #8 ; count the line we're on
ldx #0
ovrly_loop
lda r_addr
tcd ; set the direct page for the right side
jmp r_ovrly ; render that line
r_ovrly_rtn
lda m_addr
tcd ; set the direct page for the slam in the middle
lda #0 ; set to zero for TSB slam
m_patch jmp $0000 ; jump into the slam field
m_ovrly_rtn
lda l_addr ; set the direct page for the left side
tcd
jmp l_ovrly
l_ovrly_rtn
clc
tdc
adc #160 ; advance to the next screen line
sta l_addr
adc #{L_CHAR_COUNT*CHAR_WIDTH}
sta m_addr
lda r_addr
adc #160
sta r_addr
txa
adc #OVRLY_SPAN
tax
dey
bne ovrly_loop
_R0W0
cli
:exit
pld ; restore the direct page and bank and return
plb
rtl
l_addr ds 2
m_addr ds 2
r_addr ds 2
r_ovrly
]idx equ 0
lup R_CHAR_COUNT
lda ]idx
and r_line+MASK_OFFSET+]idx,x
ora r_line+]idx,x
sta ]idx
lda ]idx+2
and r_line+MASK_OFFSET+]idx+2,x
ora r_line+]idx+2,x
sta ]idx+2
]idx equ ]idx+4
--^
jmp r_ovrly_rtn ; In R1W1, so can't use the stack
l_ovrly
]idx equ 0
lup L_CHAR_COUNT
lda ]idx
and l_line+MASK_OFFSET+]idx,x
ora l_line+]idx,x
sta ]idx
lda ]idx+2
and l_line+MASK_OFFSET+]idx+2,x
ora l_line+]idx+2,x
sta ]idx+2
]idx equ ]idx+4
--^
jmp l_ovrly_rtn
; Single TSB slam
m_line
]idx equ $9E
lup 80 ; 80 words max for a full-width screen
tsb ]idx
]idx equ ]idx-2
--^
m_end
jmp m_ovrly_rtn
; Draw a character (tile) into a location of the overlay
;
; A = Tile ID
; Y = overlay address location
tiledata EXT
_DCOut rts
_DrawChar
cmp #'0'
bcc _DCOut
cmp #'Z'+1
bcs _DCOut
sec
sbc #'0'
clc
adc #CHAR_TILE_BASE
jsl GetTileAddr
tax
]idx equ 0
lup 8
ldal tiledata+32+{]idx*4},x
sta: {]idx*OVRLY_SPAN}+MASK_OFFSET,y
ldal tiledata+{]idx*4},x
sta: {]idx*OVRLY_SPAN},y
ldal tiledata+32+{]idx*4}+2,x
sta: {]idx*OVRLY_SPAN}+MASK_OFFSET+2,y
ldal tiledata+{]idx*4}+2,x
sta: {]idx*OVRLY_SPAN}+2,y
]idx equ ]idx+1
--^
rts