dos33fsprogs/games/peasant/hgr_7x28_sprite.s

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;===============================================
; hgr 7x28 draw sprite
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;===============================================
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; SPRITE in INL/INH
; Location at CURSOR_X CURSOR_Y
; left sprite AT INL/INH
; right sprite at INL/INH + 14
; left mask at INL/INH + 28
; right mask at INL/INH + 42
hgr_draw_sprite_7x28:
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; set up pointers
lda INL
sta h728_smc1+1
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lda INH
sta h728_smc1+2
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clc
lda INL
adc #28
sta h728_smc3+1
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lda INH
adc #0
sta h728_smc3+2
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ldx #0 ; X is row counter
hgr_7x28_sprite_yloop:
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txa ; X is current row
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clc
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adc CURSOR_Y ; add in cursor_y
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; calc GBASL/GBASH
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tay ; get output ROW into GBASL/H
lda hposn_low,Y
sta GBASL
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lda hposn_high,Y
sta GBASH
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ldy CURSOR_X
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lda (GBASL),Y ; load background
h728_smc3:
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and $d000,X ; mask with sprite mask
h728_smc1:
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ora $d000,X ; or in sprite
sta (GBASL),Y ; store out
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inx
cpx #28
bne hgr_7x28_sprite_yloop
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rts
;======================
; save bg 7x28
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;======================
save_bg_7x28:
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ldx #0
save_yloop:
txa
pha
clc
adc CURSOR_Y
; calc GBASL/GBASH
tax
lda hposn_low,X
sta GBASL
lda hposn_high,X
sta GBASH
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pla
tax
ldy CURSOR_X
lda (GBASL),Y
sta save_sprite_7x28,X
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inx
cpx #28
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bne save_yloop
rts
;======================
; restore bg 7x28
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;======================
restore_bg_7x28:
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ldx #0
restore_yloop:
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txa ; current row
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clc
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adc CURSOR_Y ; add in y start point
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; calc GBASL/GBASH using lookup table
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tay
lda hposn_low,Y
sta GBASL
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lda hposn_high,Y
sta GBASH
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ldy CURSOR_X
lda save_sprite_7x28,X
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sta (GBASL),Y
inx
cpx #28
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bne restore_yloop
rts
;====================
; save area
;====================
save_sprite_7x28:
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.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00