mirror of
https://github.com/sehugg/8bitworkshop.git
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568 lines
15 KiB
PHP
568 lines
15 KiB
PHP
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; MULTISPRITE LIBRARY
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; For lots of games, we'd like to display more than two sprites.
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; There are lots of different ways to tackle this on the VCS,
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; but we're going to try for a generalized approach that lets
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; use have N different sprites at any X-Y coordinate, each with
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; its own bitmap and color table. This is tricky because we can
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; only do so much on each scanline.
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; Our approach is to separate the problem into three phases.
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; In the sort phase, we sort all sprites by Y coordinate.
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; We do one sort pass per frame, so it may take several frames
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; for the sort to stabilize.
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; In the positioning phase, we look at the sprites in Y-sorted
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; order, looking several lines ahead to see if a sprite is
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; coming up. We then allocate it to one of the two player
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; objects in hardware and set its position using the SetHorizPos
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; method. We can set one or both of the player objects this way.
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; In the display phase, we display the objects which we previously
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; assigned and positioned. First we figure out how many scanlines are
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; required. If only one object is scheduled, we just use its height.
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; If two objects are scheduled, we go until the bottommost line has
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; been displayed. We then loop through, fetching pixels and colors
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; for one or both objects (up to four lookup tables) and setting
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; registers at the appropriate time. We don't have time to do much
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; else, so we don't look for any new objects to schedule until
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; we're done with this loop.
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; This scheme can only display up to two objects on a given
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; scanline, so if the system tries to schedule a third, it will
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; be ignored. Also, the positioning routine takes a few scanlines
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; to complete, so if the top of a sprite is too close to the
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; bottom of another sprite, the latter may not be displayed.
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;
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; To mitigate this, we increment a priority counter when a
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; sprite entry is missed. In the sort phase, we move those sprites
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; ahead of lower priority sprites in the sort order. This makes
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; overlapping sprites flicker instead of randomly disappear.
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; There are two separate multisprite kernels:
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; MSpriteDraw1 - Single-line sprites, no playfield.
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; This kernel requires TIMER_TABLE_SETUP at the 0th
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; scanline, as it uses the timer to figure out the
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; current scanline. No vertical clipping is performed.
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; In fact, if sprites go past the bottom, it will
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; mess up the vertical sync.
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; MSpriteDraw2 - Double-line sprites with playfield.
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; The playfield is updated and the sprites are positioned
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; in 8-scanline segments.
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; This kernel uses the timer internally, but does not
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; use the timer table or TIMER_TABLE_SETUP.
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; Sprites are clipped on the bottom edge, but disappear
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; off the top edge.
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; Your program must call MSpriteInit when it starts,
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; and MSpriteFrame between every frame.
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg.u Variables
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Scanline byte ; current scanline
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CurIndex byte ; current sprite # to try to schedule
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PData0 word ; pointer (lo/hi) to player 0 bitmap data
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PData1 word ; pointer to player 1 bitmap data
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PColr0 word ; pointer to player 0 color data
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PColr1 word ; pointer to player 1 color data
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SIndx0 byte ; next y-position to draw player 0
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; or during draw, index into sprite
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; zero means not assigned
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SIndx1 byte ; ... for player 1
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SSize0 byte ; sprite size for player 0
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SSize1 byte ; sprite size for player 1
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NSprites equ 8 ; max # of sprites
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XPos0 ds NSprites ; x coord for each sprite
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YPos0 ds NSprites ; y coord for each sprite
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Shape0 ds NSprites ; shape index
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Flags0 ds NSprites ; NUSIZ and reflection flags
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Sorted0 ds NSprites ; sorted list of sprite indices
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Priority0 ds NSprites ; sprite priority list, if missed
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;MinYDist equ 0 ; min. Y distance to consider sprite (not used)
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;MinYPos equ 1 ; TODO???
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MinYDist equ 6 ; min. Y distance to consider sprite
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MinYPos equ 2+MinYDist
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PF0Ptr word ; pointer to playfield data
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PF1Ptr word ; pointer to playfield data
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PF2Ptr word ; pointer to playfield data
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PFIndex byte ; offset into playfield array
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PFCount byte ; lines left in this playfield segment
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; temporary values for kernel
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; TODO: share with global temporaries
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Temp byte
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Colp0 byte
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Colp1 byte
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tmpPF0 byte
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tmpPF1 byte
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tmpPF2 byte
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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seg Code
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; call at start of program
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MSpriteInit subroutine
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; Initialize initial sort order
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ldx #0
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.loop
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txa
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sta Sorted0,x
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inx
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cpx #NSprites
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bne .loop
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rts
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; call between frames
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MSpriteFrame subroutine
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; Do one iteration of bubble sort on sprite indices
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ldx #NSprites-2
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.SortLoop
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jsr SwapSprites
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dex
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bpl .SortLoop ; loop until <= 0
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; Reset scanline counter and sprite objects
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jsr ResetCounters
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stx CurIndex
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; SINGLE-LINE KERNEL
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MSpriteDraw1 subroutine
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.NextFindSprite
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; Try to schedule sprites to both players
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jsr FindAnotherSprite
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; Apply fine offsets
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sta WSYNC ; start next scanline
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sta HMOVE ; apply the previous fine position(s)
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sta HMCLR ; clear motion registers
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ldx #0
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stx VDELP0 ; set vertical delay off
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stx VDELP1 ; set vertical delay off
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; See if time to draw
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jsr DrawSprites1
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; Repeat until all scanlines drawn
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lda INTIM
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cmp #$1f
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bcs .NextFindSprite
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lda #191
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jmp WaitForScanline
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; DOUBLE-LINE KERNEL WITH BACKGROUND
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MSpritePrefill2 subroutine
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lda #0
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sta Scanline
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jsr FindAnotherSprite2
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jsr FindAnotherSprite2
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sta WSYNC
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sta HMOVE ; apply the previous fine position(s)
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sta HMCLR ; clear motion registers
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rts
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MSpriteDraw2 subroutine
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sta WSYNC
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sta PFIndex ; 24 * 4 scanlines = 96 2xlines
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lda #0
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sta PFCount
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sta VDELP1
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lda #1
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sta VDELP0 ; updates to GRP0 will be delayed
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jmp .NewSprites
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.Draw8Lines
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; Phase 0: Fetch PF0 byte
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jsr DrawSprites2
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ldy PFIndex
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lda (PF0Ptr),y ; load PF0
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sta tmpPF0
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; Phase 1: Fetch PF1 byte
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jsr DrawSprites2
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ldy PFIndex
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lda (PF1Ptr),y ; load PF1
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sta tmpPF1
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; Phase 2: Fetch PF2 byte
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jsr DrawSprites2
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ldy PFIndex
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lda (PF2Ptr),y ; load PF2
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sty PFIndex
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sta tmpPF2
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; Phase 3: Write PF0/PF1/PF2 registers
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jsr DrawSprites2
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lda tmpPF0
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sta PF0
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lda tmpPF1
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sta PF1
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lda tmpPF2
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sta PF2
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; Go to next scanline, unless playfield is done
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; or unless this segment is done
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dec PFIndex
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bmi .NoMoreLines ; playfield done
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dec PFCount
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bpl .Draw8Lines ; keep drawing
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; done drawing, reset player counters
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jsr ResetCounters
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.NewSprites
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lda PFIndex
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asl
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asl
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eor #$7f
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sbc #34
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sta Scanline ; Scanlines = 127 - PFIndex*4
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; Set up 0-2 player objects taking up to 8 scanlines
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TIMER_SETUP 7
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jsr FindAnotherSprite2
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jsr CalcSpriteEnd
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; Update playfield
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ldy PFIndex
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lda (PF0Ptr),y ; load PF0 -> X
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tax
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lda (PF1Ptr),y ; load PF1 -> tmp
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sta tmpPF1
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lda (PF2Ptr),y ; load PF2 -> Y
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tay
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; Apply fine offsets
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TIMER_WAIT ; wait for 8th scanlines and WSYNC
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sta HMOVE ; apply the previous fine position(s)
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sta HMCLR ; clear motion registers
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; Store playfield registers
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stx PF0
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lda tmpPF1
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sta PF1
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sty PF2
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dec PFIndex ; no more playfield?
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bmi .NoMoreLines
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lda PFCount
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bne .Draw8Lines
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sta WSYNC ; one more line
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beq .NewSprites
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.NoMoreLines
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; SPRITE DRAWING ROUTINES
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; used by kernels
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; need to set SIndx0/1, SSize0/1, PData0/1, PColr0/1
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; all players must already be setup
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; called by single-line kernel
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DrawSprites1 subroutine
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; Wait for next precise scanline
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lda #0 ; 0 = wait for next
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.AnotherScanline
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jsr WaitForScanline
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lda Timer2Scanline,y ; lookup scanline #
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beq .AnotherScanline ; not if zero!
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sta Scanline ; save it
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DrawSprites1a
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; Calculate # of lines to draw for each sprite
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; Sprite Y - current scanline + sprite height
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lda SIndx0
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beq .Empty0 ; sprite 0 is inactive?
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sec
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sbc Scanline
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clc
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adc SSize0
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sta SIndx0 ; SIndx0 += SSize0 - Scanline
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.Empty0
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lda SIndx1
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beq .Empty1 ; sprite 1 is inactive?
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sec
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sbc Scanline
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clc
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adc SSize1
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sta SIndx1 ; SIndx1 += SSize1 - Scanline
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.Empty1
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; Find out the maximum # of lines to draw
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; by taking the maximum of the two sprite heights
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cmp SIndx0
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bpl .Cmp1 ; sindx0 < sindx1?
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lda SIndx0
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.Cmp1
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tax ; X = # of lines left to draw
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beq .NoSprites ; X = 0? we're done
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sta WSYNC ; next scanline
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DrawSprites1b
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.DrawNextScanline
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; Make sure player 0 index is within bounds
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ldy SIndx0
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cpy SSize0
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bcs .Inactive0 ; index >= size? (or index < 0)
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; Lookup pixels for player 0
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lda (PData0),y
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; Do WSYNC and then quickly store pixels for player 0
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sta WSYNC
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sta GRP0
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; Lookup/store colors for player 0
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lda (PColr0),y
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sta COLUP0
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.DrawSprite1
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; Make sure player 1 index is within bounds
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ldy SIndx1
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cpy SSize1
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bcs .Inactive1 ; index >= size? (or index < 0)
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; Lookup/store pixels and colors for player 1
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; Note that we are already 30-40 pixels into the scanline
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; by this point...
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lda (PData1),y
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sta GRP1
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lda (PColr1),y
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sta COLUP1
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.Inactive1
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; Decrement the two sprite indices
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dey
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sty SIndx1
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dec SIndx0
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; Repeat until we've drawn all the scanlines for this job
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dex
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bne .DrawNextScanline
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; Free up both player objects by zeroing them out
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jsr ResetCounters
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sta WSYNC
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stx GRP0
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stx GRP1
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; No sprites were drawn; just exit
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.NoSprites
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rts
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.Inactive0
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; Alternate player 0 path when it is inactive
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sta WSYNC
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lda #0
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sta GRP0
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sta COLUP0
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beq .DrawSprite1 ; always taken due to lda #0
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; called by 2-line kernel
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DrawSprites2 subroutine
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; Fetch sprite 0 values
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lda SSize0 ; height in 2xlines
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sec
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isb SIndx0 ; INC yp0, then SBC yp0
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bcs DoDraw0 ; inside bounds?
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lda #0 ; no, load the padding offset (0)
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DoDraw0
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tay ; -> Y
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lda (PColr0),y ; color for both lines
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sta Colp0 ; -> colp0
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lda (PData0),y ; bitmap for first line
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sta GRP0 ; -> [GRP0] (delayed due to VDEL)
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; Fetch sprite 1 values
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lda SSize1 ; height in 2xlines
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sec
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isb SIndx1 ; INC yp0, then SBC yp0
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bcs DoDraw1 ; inside bounds?
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lda #0 ; no, load the padding offset (0)
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DoDraw1
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tay ; -> Y
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lda (PColr1),y ; color for both lines
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tax
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lda (PData1),y ; bitmap for first line
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tay
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; WSYNC and store sprite values
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lda Colp0
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; still have about 30 cycles left...
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sta WSYNC
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sty GRP1 ; GRP0 is also updated due to VDELP0 flag
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stx COLUP1
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sta COLUP0
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; Return to caller
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rts
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CalcSpriteEnd subroutine
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; Calculate # of lines to draw for each sprite
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; SIndx = 255 - ypos + scanline
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lda SIndx0
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beq .zero0
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sec
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sbc Scanline
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eor #$ff
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sta SIndx0
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sec
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sbc SSize0
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.zero0
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sta Temp
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lda SIndx1
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beq .zero1
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sec
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sbc Scanline
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eor #$ff
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sta SIndx1
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sec
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sbc SSize1
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cmp Temp
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bmi .cmp1 ; sindx0 < sindx1?
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.zero1
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lda Temp ; load higher number
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.cmp1
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; Compute the number of 8x lines in this section
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eor #$ff
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clc
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adc #1
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lsr
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lsr
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sta PFCount
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; COMMON ROUTINES
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ResetCounters subroutine
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ldx #0
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stx SSize0
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stx SSize1
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stx SIndx0
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stx SIndx1
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rts
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; We were too late to display a sprite.
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; Put it earlier in the sort order and try next frame.
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; X = sort index
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.MissedSprite subroutine
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; Have we already looked at all the sprites?
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; Increment priority for this sort entry
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inc Priority0,x
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; Go to next sort index, until we get to the end
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inx
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stx CurIndex
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.OutOfSprites
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rts
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; Try to assign the next sprite in the sort order into
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; one of the two player slots.
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; If sprite found, uses at least 3 scanlines for SetHorizPos.
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FindAnotherSprite ; subroutine entry point
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; Get the approximate scanline
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GET_APPROX_SCANLINE
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clc
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adc #MinYDist
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sta Scanline
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FindAnotherSprite2 ; alternate entry point when scanline known
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; Calculate the distance to next sprite
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ldx CurIndex
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cpx #NSprites
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bcs .OutOfSprites
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ldy Sorted0,x ; get sprite index # in Y-sorted order
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lda YPos0,y ; get Y position of sprite
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cmp Scanline ; SpriteY - Scanline
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; Don't schedule the sprite if it's too soon or its scanline
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; has already passed -- mark it missed
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bmi .MissedSprite ; passed it? (or > 127 lines away)
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; A sprite is starting soon, now we need to schedule it
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; to either one of the player objects
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lda XPos0,y
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; Is player 1 available?
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ldx SIndx1
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bne .Plyr1NotReady
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; Due to timing issues, we have artifacts if player 1 is
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; too close to the left edge of the screen. So we'd prefer to
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; put those sprites in the player 0 slot.
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; TODO: disable for 2-line sprite kernel
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cmp #34 ; X < 34
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bcc .Plyr1NotReady
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; First let's set its horizontal offset
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ldx #1
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jsr SetHorizPos ; set horizontal position (does WSYNC)
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; Assign the sprite's Y position to player 1
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lda YPos0,y
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sta SIndx1
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; Set player 1 reflection/number/size flags
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lda Flags0,y
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sta REFP1 ; reflection flag
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sta NUSIZ1 ; number-size
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; Get index into SpriteDataMap (index * 4)
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lda Shape0,y
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asl
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asl
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tax
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; Copy addresses of pixel/color maps to player 1
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lda SpriteDataMap,x
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sta PData1
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lda SpriteDataMap+1,x
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sta PData1+1
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lda SpriteDataMap+2,x
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sta PColr1
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lda SpriteDataMap+3,x
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sta PColr1+1
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; Get the sprite height as the first byte of the color map
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ldy #0
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lda (PColr1),y
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sta SSize1
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inc SSize1 ; +1 to height
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jmp .SetupDone
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.Plyr1NotReady
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ldx SIndx0
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bne .NoNearSprite ; both players in use
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; Player 0 is available
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; This is essentially the same as the player 1 routine
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ldx #0
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jsr SetHorizPos
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lda YPos0,y
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sta SIndx0
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lda Flags0,y
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sta REFP0 ; reflection flag
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sta NUSIZ0 ; number-size
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lda Shape0,y
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asl
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asl
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tax
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lda SpriteDataMap,x
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sta PData0
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lda SpriteDataMap+1,x
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sta PData0+1
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lda SpriteDataMap+2,x
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sta PColr0
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lda SpriteDataMap+3,x
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sta PColr0+1
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ldy #0
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lda (PColr0),y
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sta SSize0
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inc SSize0 ; +1 to height
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.SetupDone
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inc CurIndex ; go to next sprite in sort order
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.NoNearSprite
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rts
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; Perform one sort iteration
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; X register contains sort index (0 to NSprites-1)
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SwapSprites subroutine
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; First compare Priority[i] and Priority[i+1]
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lda Priority0,x
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cmp Priority0+1,x
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bcs .CompareYPos
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; If Priority[i] < Priority[i+1], do the swap
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; anyway after resetting priorities
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lda #0
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sta Priority0,x
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sta Priority0+1,x ; reset
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ldy Sorted0+1,x
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bcc .DoSwap ; swap due to priority
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.CompareYPos
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; Compare Y[i] and Y[i+1]
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ldy Sorted0,x
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lda YPos0,y
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ldy Sorted0+1,x
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cmp YPos0,y
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bcc .NoSwap ; Y[i] < Y[i+1]? don't swap
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.DoSwap
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; Swap Sorted[i] and Sorted[i+1]
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lda Sorted0,x ; A <- Sorted[i]
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sty Sorted0,x ; Y -> Sorted[i]
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sta Sorted0+1,x ; A -> Sorted[i+1]
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.NoSwap
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rts
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