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C02/x16/include/veraspr.a02

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2019-10-27 18:25:30 +00:00
;Vera Sprite Manipulation Assembly Language Routines for C02
;Requires External Routines GETMEA, GETVRB, GETVRG, SETMET, SETSRD, SETVRB
;and External Variables DSTHI, DSTLO, SRCHI, SRCLO, TEMP0, TEMP0, TEMP2
;Sprite Control Registers
;$F4000 SPR_CTRL Bit 0 - Enabled
;$F4001 SPR_COLLISION Bits 0-3 Collision Mask
;Sprite attributes
;$F5000 - 128 Entries of the Following Format:
; Bit 7 Bit 6 Bit 5 Bit 4 Bit 3 Bit 2 Bit 1 Bit 0
;+0 ---------------------Address (12:5)---------------------------
;+1 Mode -------Address (16:13)-------
;+2 ------------------------X (7:0)-------------------------------
;+3 ---X (9:8)---
;+4 ------------------------Y (7:0)-------------------------------
;+5 ---Y (9:8)---
;+6 --------Collision mask-------- ---Z-depth--- V-flip H-flip
;+7 Sprite height Sprite width --------Palette offset--------
MAXSPR EQU 128 ;Maximum Sprite Index
;addspd(index,number) - Add to Sprite Address Register
;Args: A = Sprite Index
; Y,X = Number to Add
;Affects: A,X,Y
ADDSPD: JSR SAVREG ;Save Sprite Index, Addend
JSR GETSPD ;Read Sprite Address Register
JSR ADDTXY ;Add Number to Address
BRA SETSTD ;Write Sprite (TEMP0) Address Register
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;subspd(index,number) - Decrement Sprite Address Register
;Args: A = Sprite Index
; Y,X = Number to Add
;Affects: A,X,Y
SUBSPD: JSR SAVREG ;Save Sprite Index, Addend
JSR GETSPD ;Read Sprite Address Register
JSR ADDTXY ;Add Number to Address
BRA SETSTD ;Write Sprite (TEMP0) Address Register
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;clrspr(index) - Set Sprite Attributes
;Args: A = Sprite Index
;Destroys: TEMP0
;Returns: A,Y = 0
; X = Current Data Port
CLRSPR: JSR SETSP0 ;Set Sprite Attributes Address
JMP CLRMEM ;and Read from Vera
;getspc() - Read Sprites Collision Status
;Affects: Y
;Returns: A = Sprite Collision Status
; X = Current Data Port
GETSPC: LDX #$02 ;Set Offset to Sprite Control
LDY #$40 ;Set Page to Sprite Registers
JSR GETVRG ;Read Vera Register
AND #$0F ;Return Bits 0-3
RTS
;getspd(index) - Get Sprite Address Register
;Args: A = Index
;Affects: A
;Returns: Y,X = Address Register Contents
GETSPD: JSR GETSP0 ;Get Sprite Attribute Address
JSR GETVRI ;Read Vera Register Pair
TYA
AND #$0F
TAY
RTS
;getspe() - Read Sprites Enabled Flag
;Affects: Y
;Returns: A = $FF - Sprites Enabled
; $00 - Sprites Disabled
; X = Current Data Port
GETSPE: LDA #$01 ;Set Mask to %0000001
LDX #$00 ;Set Offset to Sprite Control
GETSP4: LDY #$40 ;Set Page to Sprite Registers
JMP GETVRB ;Get Register Bit Sratus
;getspt(mask) - Test Sprite Collision Status
;Args: A = Collision Bit Mask
;Affects: Y
;Returns: A = Sprite Collision Bits
; X = Current Data Port
GETSPT: LDX #$01 ;Set Offset to Sprite Collisions
BNE GETSP4 ;Get Register Bit Status
;getspa(index) - Get Sprite Data Address
;Args: A = Index
;Returns: A = Bank
; Y,X = Address
GETSPA: JSR GETSPD ;Get Address Register Contents
;getsca(index) - Get Vera Address from Sprite Address
;Args: Y,X = Sprite Address
;Returns: A = Bank
; Y,X = Address
GETSCA: LDA #0 ;Set Bank to 0
JSR SAVREG ;Save Address
LDX #5 ;Set Shift Count
JMP ASLADR ;and Shift Address Left
;getspb(index) - Get Sprite Bits Per Pixel
;Args: A = Index
;Returns: A = Mode (0=4bpp, 1=8bpp)
GETSPB: JSR GETSP1 ;Read Sprite Register #1
ASL ;Move High Bit to Carry
LDA #0 ;Clear Accumulator
ROL ;Move Carry into Low Bit
RTS
;getspv(index) - Get Sprite Vertical Flip
;Args: A = Sprite Index
;Returns: A = Vertical Flip Flag
GETSPV: LDY #$02 ;Set Bit Mask to Bit 1
.DC $2C ;Skip Next Instruction (Bit Absolute)
;getspf(index) - Get Sprite Horizontal Flip
;Args: A = Sprite Index
;Returns: A = Horizontal Flip Flag
GETSPF: LDY #$01 ;Set Bit Mask to Bit 0
STY TEMP0 ;and Store It
JSR GETSPN ;Get Sprite Control Register
AND TEMP0 ;Mask Bit(s)
BEQ GETSXF ;If Clear, Return FALSE
LDA #$FF ;Else Return TRUE
GETSXF: RTS
;getspw(index) - Get Sprite Width Specifier
;Args: A = Sprite Index
;Returns: A = Palette Offset
GETSPW: JSR GETSPS ;Get Sprite Size Register
ASL ;Shift Left 2 Bits
ASL
BRA GETSP6 ;Then Right 6 Bits
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;getsph(index) - Get Sprite Height Specifier
;Args: A = Sprite Index
;Returns: A = Sprite Height Specifier
GETSPH: JSR GETSPS ;Get Sprite Size Register
GETSP6: LSR ;Shift Right 6 Bits
LSR
LSR
LSR
LSR
LSR
RTS
;getspm(index) - Get Sprite Collision Mask
;Args: A = Sprite Index
;Returns: A = Collision Mask
GETSPM: JSR GETSPN ;Get Sprite Control Register
LSR ;Shift High Nybble to Low Nybble
LSR
LSR
LSR
RTS
;getspp(index) - Get Sprite Palette Offset
;Args: A = Sprite Index
;Returns: A = Palette Offset
GETSPP: JSR GETSPS ;Get Sprite Size Register
AND #$0F ;Return Low Nybble
RTS
;getspq(mode) - Calculate Bits Per Pixel
;Args: A = Mode
;Returns: A = Bits per Pixel
; Y = Divisor Shift Count
GETSPQ: AND #$01 ;Strip High Bits
TAX ;Copy Mode to X
LDA GETSTQ,X ;Read BPP from Table
LDY GETSYQ,X ;Read Shift Count from Table
RTS
GETSTQ: .DC 4,8 ;Table: Bits Per Pixel
GETSYQ: .DC 1,0 ;Table: Divisor SHift Count
;getsp1(index) - Get Sprite Register 1 (Mode, Addr MSB)
;Args: A = Sprite Index
GETSP1: LDY #1 ;Set Offset to Sprite Address MSB
.DC $2C ;Skip to GETSPG (Bit Absolute)
;getsps(index) - Get Sprite Size Register
;Args: A = Sprite Index
GETSPS: LDY #7 ;Set Offset to Sprite Size Register
.DC $2C ;Skip to GETSPG (Bit Absolute)
;getspn(index) - Get Sprite Control Register
;Args: A = Sprite Index
;Returns: Sprite Control Register Contents
GETSPN: LDY #6 ;Set Offset to Sprite Address MSB
;getspg(index) - Get Sprite Register
;Args: A = Sprite Index
; Y = Register Offset
;Returns: A = Mode (0=4bpp, 1=8bpp)
GETSPG: JSR GETSPO ;Get Sprite Attribute Address
JMP GETVRG ;Read Vera Register
;getspx(index) - Get Sprite X-Coordinate
;Args: A = Index
;Returns: Y,X = X-Coordinate
GETSPX: LDY #2 ;Set Offset to X-Coordinate
.DC $2C ;Skip to GETSPI (Bit Absolute)
;getspy(index) - Get Sprite Y-Coordinate
;Args: A = Index
;Returns: Y,X = X-Coordinate
GETSPY: LDY #4 ;Set Offset to Y-Coordinate
GETSPI: JSR GETSPO ;Get Sprite Attribute Address
JMP GETVRI ;Read Vera Register Pair
;getspz(index) - Get Sprite Z-Depth
;Args: A = Sprite Index
;Returns: A = Z-Depth (0-3)
GETSPZ: JSR GETSPN ;Get Sprite Control Register
AND #$0F ;Clear High Nybble
LSR ;Shift Right Two Bits
LSR
RTS
;getspk(&spregs) - Get Sprite Control Registers`
;Args: A = Sprite Index
; Y,X = Address of Destination Array
GETSPK: JSR SETDST ;Set Destination Address
JSR SETSCR ;Set Vera
JMP GETMEA ;and Read from Vera
;setscr() - Set Vera Address to Sprite Control Registers
SETSCR: LDY #$40 ;Set Page to Sprite Control Registers
LDX #$00 ;Set Offset to 0
JSR REGADR ;Set Vera Address to Register
LDA #2 ;Set Size to 2 Bytes
RTS
;setspk(&spregs) - Get Sprite Control Registers`
;Args: A = Sprite Index
; Y,X = Address of Destination Array
SETSPK: JSR SETSRC ;Set Destination Address
JSR SETSCR ;Set Vera
JMP SETMET ;and Write to Vera
;getspr(index,&sprite) - Get Sprite Attributes
;Args: A = Sprite Index
; Y,X = Address of Destination Array
GETSPR: JSR SETDST ;Set Destination Address
JSR SETSP0 ;Set Sprite Attributes Address
JMP GETMEA ;and Read from Vera
;getspo(index,offset) - Get Sprite Attribute Address
;Args: A = Sprite Index
; Y = Attribute Offset
;Destroys: TEMP3
;Returns: A,X = Address LSB
; Y = Address MSB
GETSP0: LDY #0 ;Set Attribute Offset to 0
GETSPO: STA TEMP3 ;Set LSB to Index
TYA ;Copy Offset to Accumulator
AND #$07 ;Modulo 8
PHA ;and Save It
LDA #0 ;Set MSB to 0
ASL TEMP3 ;Multiply by 8
ROL
ASL TEMP3
ROL
ASL TEMP3
ROL
ORA #$50 ;Add to Register Page
TAY ;Return MSB in Y
PLA ;Restore Offset
ORA TEMP3 ;Add to LSB
TAX ;and Return in X
RTS
;setspa(index) - Set Vera Address to Sprite Address
;Args: Y,X = Sprite Address
;Affects: A,X,Y
SETSPA: JSR GETSCA ;Convert Sprite Address to Vera Address
JMP SETADI ;Set Vera Address with Auto-Increment
;setspb() - Set Sprite Bits Per Pixel
;Args: A = Sprite Index
; Y = Bits Per Pixel
;Affects: A,X,Y
SETSPB: STY TEMP0 ;Save Bits Per Pixel
JSR GETSP1 ;Read Sprite Register #1
ASL ;Shift Out Bit 7
LSR TEMP0 ;Shift BPP to Carry
ROR ;then into Bit 7
JMP SETBYN ;and Write to Register
;setspd(index,addr) - Set Sprite Address Register
;Args: A = Index
; Y,X = Address Register Value
SETSPD: STA TEMP0 ;Save Sprite Index
SETSTD: TYA ;Copy MSB to Accumulator
AND #$0F ;Strip High Nybble
TAY ;and Copy Back to Y
JSR SAVRXY ;Copy Value to TEMP1,TEMP2
LDA TEMP0 ;Restore Sprite Index
JSR GETSP1 ;Read MSB Register
AND #$F0 ;Strip Low Nybble
ORA TEMP2 ;Combine with MSB
STA TEMP2 ;and Save for Write
LDA TEMP0 ;Restore Sprite Index
JSR GETSP0 ;Get Sprite Attribute Address
JMP SETREI ;Write TEMP1,TEMP2 to Attribute
;setspm(index) - Set Sprite Collision Mask
;Args: A = Sprite Index
; Y = Collision Mask
SETSPM: PHA ;Save Sprite Depth
LDX #$0F ;Set Bit Mask
TYA ;Copy Mask to Accumulator
ASL ;Shift Left Two Byte
ASL
JMP SETSP2 ;Then Two More and Write
;setspz(index,depth) - Set Sprite Z-Depth
;Args: A = Sprite Index
; Y = Z-Depth (0-3)
SETSPZ: PHA ;Save Sprite Depth
LDX #$F3 ;Set Bit Mask
TYA ;Copy Z-Depth to Accumulator
AND #$03 ;Isolate Bits 0 and 1
SETSP2: ASL ;Move to Bits 2 and 3
ASL
STX TEMP1 ;Save Bit Mask
BRA SETSP6 ;Set Bits in Control Register
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;getspu(index) - Get Sprite Width, Height, and Mode
;Args: A = Sprite Index
;Sets: TEMP0 = Sprite Index
;Returns: A = Width Specifier
; Y = Height Specifier
; X = Mode
GETSPU: STA TEMP0 ;Save Sprite Index
JSR GETSPW ;Get Sprite Width Specifier
PHA ;and Save It
LDA TEMP0 ;Retrieve Sprite Indes
JSR GETSPH ;Get Sprite Height Specifier
PHA ;and Save It
LDA TEMP0 ;Retrieve Sprite Index
JSR GETSPP ;Get Mode
TAX ;Return Mode in X
PLY ;Height in Y
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PLA ;and Width in A
RTS
;getspl(index) - Get Sprite Data Size
;Args: A = Sprite Index
;Sets: TEMP0 = Sprite Index
; TEMP1,TEMP2 = Data Size LSB,MSB
;Affects: A
;Returns: Y,X = Data Size in Bytes
GETSPL: JSR GETSPU ;Get Width, Height, Mode and Execute GETSCL
;getscl(width,height,mode) - Calculate Sprite Data Size
;Args: A = Width Specifier
; Y = Height Specifier
; X = Mode (Bits Per Pixel)
;Sets: TEMP1,TEMP2 = Data Size LSB,MSB
;Affects: A
;Returns: Y,X = Data Size in Bytes
GETSCL: ;.DC $FF ;Debug
PHX ;Save Mode
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PHA ;Save Width
TYA ;Copy Height to Accumulator
JSR GETSCS ;Calculate Height in Pixles
STA TEMP1 ;Save as LSB
PLA ;Retrieve Width
JSR GETSCS ;Get Width Shift Counter in Y
LDA #0 ;Set MSB to 0
GETSLK: ASL TEMP1 ;Multiply LSB
ROL ;and MSB by 2
DEY ;Decrement Counter
BNE GETSLK ;and Loop if Not Zero
PLX ;Retrieve Mode
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BNE GETSSK ;If 0 (4 Bits Per Pixel)
LSR ; Divide MSB
ROR TEMP1 ; snd LSB by 2
GETSSK: STA TEMP2 ;Save MSB in TEMP2
JMP RESRXY ;Return LSB snd MSB in X and Y
;getscs(size) - Calculate Sprite Size in Pixels
;Args: A = Height/Width Specifier
;Returns: A = Size in Pixels
; Y = Width Multiplier Shift Count
; X = Height/Width Specifier
GETSCS: AND #$03 ;Strip High Bits
TAX ;Copy Specifier to X
LDA GETSCT,X ;Load Size in Pixels from Table
LDY GETSCY,X ;Load Shift Count from Table
RTS
GETSCT: .DC 8,16,32,64 ;Table: Size in Pixels
GETSCY: .DC 3, 4, 5, 6 ;Table: Shift Multiplier
;setspv(index) - Set Sprite Vertical Flip
;Args: A = Sprite Index
; Y = Vertical Flip Flag
SETSPV: LDX #$02 ;Set Bit Pattern for Register
.DC $2C ;Skip Next Instruction (Bit Absolute)
;setspf(index) - Set Sprite Horizontal Flip
;Args: A = Sprite Index
; Y = Horizontal Flip Flag
SETSPF: LDX #$01 ;Set Bit Pattern for Register
PHA ;Save Sprite Index
TXA ;Copy Bit Pattern to Accumulator
EOR #$FF ;Convert to Bit Mask
STA TEMP1 ;and Save It
TYA ;Copy Flag to Accumulator
BEQ SETSP6 ;If Not Zero
TXA ;Change to %00000001
SETSP6: STA TEMP0 ;and Store It
PLA ;Retrieve Sprite Index
JSR GETSPN ;Get Sprite Control Register
SETSP8: AND TEMP1 ;Apply Mask
ORA TEMP0 ;Set Bit(s)
JMP SETBYN ;and Write Back to Register
;setspn(index,value) - Set Sprite Attribute Control Register
;Args: A = Sprite Index
; Y = Value to Write
;Returns: A = Mode (0=4bpp, 1=8bpp)
SETSPN: STY TEMP0 ;Save Value to Write
LDY #6 ;Set Offset to Control Register
BNE SETSTG ;and Write Value to Register
;setspg(index,offset,value) - Set Sprite Attribute Register
;Args: A = Sprite Index
; Y = Register Offset
; X = Value to Write
;Returns: A = Mode (0=4bpp, 1=8bpp)
SETSPG: STX TEMP0 ;Save Value to Write
SETSTG: JSR GETSPO ;Get Attribute Address for Sprite A Register Y
JMP SETREH ;Write TEMP0 to Register
;setspw(index) - Set Sprite Width Specifier
;Args: A = Sprite Index
; Y = Sprite Width Specifier
SETSPW: PHA ;Save Sprite Index
LDX #$CF ;Set Bit Mask
TYA ;Copy Specifier to Accumulator
AND #$03 ;Isolate Bits 0 and 1
BRA SETSP4 ;Shift Left Four Bits and Write Masked
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;setsph(index) - Set Sprite Height Specifier
;Args: A = Sprite Index
; Y = Sprite Height Specifier
SETSPH: PHA ;Save Sprite Index
LDX #$3F ;Set Bit Mask
TYA ;Copy Specifier to Accumulator
ASL ;Shift Left Six Bits
ASL
SETSP4: ASL
ASL
ASL
ASL
BRA SETSP7 ;Write Masked to Size Register
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;setspp(index) - Set Sprite Palette Offset
;Args: A = Sprite Index
; Y = Palette Offset
SETSPP: PHA ;Save Sprite Index
LDX #$F0 ;Set Bit Mask
TYA ;Copy Offset to Accumulator
AND #$0F ;Isolate Low Nybble
SETSP7: STA TEMP0 ;Save Value
STX TEMP1 ;Save Bit Mask
PLA ;Retrieve Sprite Index
JSR GETSPS ;Get Sprite Size Register
BRA SETSP8 ;Apply Mask, Set Bits, and Write
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;setsps(index,value) - Set Sprite Attribute Size Register
;Args: A = Sprite Index
; Y = Value to Write
;Returns: A = Mode (0=4bpp, 1=8bpp)
SETSPS: STY TEMP0 ;Save Value to Write
LDY #7 ;Set Offset to Size Register
BNE SETSTG ;and Write Value to Register
;setspe() - Enable/Disable Sprites
;Args: A = Sprites Enabled Flag
; 0 for Disabled, Any Other Value for Enabled
;Affects: A,X,Y
SETSPE: ORA #0 ;If Accumulator
BEQ SETSKE ;is Not Zero
LDA ##01 ;Set to %00000001
SETSKE: LDY #$FE ;Set Mask to %11111110
STY TEMP0
LDX #$00 ;Set Offset to Sprite Control
LDY #$40 ;Set Page to Sprite Registers
JMP SETVRB ;Get Register Bit
;setspo(index,offset) - Set Sprite Attributes Address
;Args: A = Sprite Index
; Y = Attribute Offset
SETSP0: LDY #0 ;Set Offset to 0
SETSPO: JSR GETSPO ;Get Sprite Attributes Address
JSR REGADR ;Set as Vera Register Address
LDA #8 ;Set Size to 8 Bytes
RTS
;setspr(index,&sprite) - Set Sprite Attributes
;Args: A = Sprite Index
; Y,X = Address of Source Structure
;Destroys: TEMP0
;Returns: A,Y = Number of Bytes Written
; X = Current Data Port
SETSPR: JSR SETSRC ;Set Destination Address
JSR SETSP0 ;Set Sprite Attributes Address
JMP SETMET ;and Write from Vera
;setspy(index,coord) - Set Sprite Y-Coordinate
;Args: A = Sprite Index
; Y,X = Y-Coordinate
SETSPY: JSR SAVRXY ;Store Value in TEMP1,TEMP2
LDY #4 ;Set Register Offset to Y-Coordinate
BNE SETSPI ;Write TEMP1,TEMP2 to Registers
;setspx(index,coord) - Set Sprite X-Coordinate
;Args: A = Sprite Index
; Y,X = X-Coordinate
SETSPX: JSR SAVRXY ;Store Value in TEMP1,TEMP2
LDY #2 ;Set Register Offset to X-Coordinate
;setspi(index) - Write to Sprite Attribute Register Pair
;Args: A = Sprite Index
; Y = Attribute Offset
;Uses: TEMP1.TEMP2 = Integer to Write
SETSPI: JSR GETSPO ;Get Sprite Attribute Address
JMP SETREI ;Write TEMP1,TEMP2 to Attribute