split: draw sprite too

lost vapor lock
This commit is contained in:
Vince Weaver 2018-07-05 17:02:04 -04:00
parent fa744089a0
commit 161a7cdacc
4 changed files with 198 additions and 4 deletions

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@ -32,7 +32,7 @@ RAINBOW: rainbow.o
RAINBOW.BAS: rainbow.bas RAINBOW.BAS: rainbow.bas
$(TOKENIZE) < rainbow.bas > RAINBOW.BAS $(TOKENIZE) < rainbow.bas > RAINBOW.BAS
credits.o: credits.s credits.o: credits.s tfv_sprites.inc
ca65 -o credits.o credits.s -l credits.lst ca65 -o credits.o credits.s -l credits.lst
CREDITS: credits.o CREDITS: credits.o

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@ -8,7 +8,8 @@ int main(int argc, char **argv) {
// desired=4152; // desired=4152;
// desired=5196; // desired=5196;
// desired=4547; // desired=4547;
desired=9685; // desired=9685;
desired=2481;
printf("You want %d cycles\n",desired); printf("You want %d cycles\n",desired);

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@ -130,6 +130,10 @@ line_loop:
; The blanking happens at the *beginning* ; The blanking happens at the *beginning*
; So 65 bytes are scanned, starting at adress of the line - 25 ; So 65 bytes are scanned, starting at adress of the line - 25
; the scan takes 8 cycles, look for 4 repeats of the value
; to avoid false positive found if the horiz blanking is mirroring
; the line (max 3 repeats in that case)
vapor_lock_loop: vapor_lock_loop:
LDA #$44 LDA #$44
zloop: zloop:
@ -268,11 +272,36 @@ loop6:
; Try X=13 Y=64 cycles=4545 R2 ; Try X=13 Y=64 cycles=4545 R2
; DRAW SPRITES
; do this during blanking interval
lda #>bird_stand_right ; 2
sta INH ; 3
lda #<bird_stand_right ; 2
sta INL ; 3
lda #17 ; 2
sta XPOS ; 3
lda #30 ; 2
sta YPOS ; 3
jsr put_sprite ; 6
; + 2040
;========
; 2066
; 2481 is new number
; Try X=2 Y=155 cycles=2481
lda #0 ; 2 lda #0 ; 2
ldy #64 ; 2 ldy #155 ; 2
loop7: loop7:
ldx #13 ; 2 ldx #2 ; 2
loop8: loop8:
dex ; 2 dex ; 2
bne loop8 ; 2nt/3 bne loop8 ; 2nt/3
@ -290,6 +319,135 @@ wait_until_keypressed:
bit KEYRESET bit KEYRESET
rts rts
;=============================================
; put_sprite
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; time= 28 setup
; Y*outerloop
; outerloop = 36 setup
; X*innerloop
; innerloop = 30 if $00 17+13(done)
; 53 if if $XX 16+8+8+8(put_all)+13(done)
; 68 if $X0 16+8+7+5+19(put_sprite_mask)+13(done)
; 63 if $0X 16+7+8+19(put_sprite_mask)+13(done)
; -1 for last iteration
; 18 (-1 for last)
; 6 return
; so cost = 28 + Y*(36+18)+(INNER-X) -1 + 6
; = 33 + Y*(53)+(INNER-X)
; = 33 + Y*(53)+ [30A + 53B + 68C + 63D]-X
; bird_stand_right = X=6, Y=7 A=28 B=9 C=2 D=3
; = 33 + 7*53+(30*28+53*9+68*2+63*3)-6 = 2040 cycles
put_sprite:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 5
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 5
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 36
put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$0 ; if all zero, transparent ; 2
beq put_sprite_done_draw ; don't draw it ; 2nt/3
;==============
; 17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
bne put_sprite_bottom ; if not skip ahead ; 2nt/3
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_sprite_mask ; always? ; 3
put_sprite_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
bne put_sprite_all ; if not, skip ahead ; 2nt/3
lda #$0f ; 2
sta MASK ; setup mask ; 3
put_sprite_mask:
lda (OUTL),Y ; get color at output ; 5
and MASK ; mask off unneeded part ; 3
ora COLOR ; or the color in ; 3
sta (OUTL),Y ; store it back ; 5
jmp put_sprite_done_draw ; we are done ; 3
put_sprite_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 5
put_sprite_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_sprite_pixel ; if not done, keep looping ; 2nt/3
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_loop ; loop if not done ; 2nt/3
rts ; return ; 6
line1:.asciiz " * . " line1:.asciiz " * . "
line2:.asciiz " * . T A L B O T . " line2:.asciiz " * . T A L B O T . "
line3:.asciiz " * F A N T A S Y " line3:.asciiz " * F A N T A S Y "
@ -300,6 +458,7 @@ line6:.asciiz " . "
.include "../asm_routines/gr_offsets.s" .include "../asm_routines/gr_offsets.s"
.include "../asm_routines/text_print.s" .include "../asm_routines/text_print.s"
.include "../asm_routines/gr_hlin_double.s" .include "../asm_routines/gr_hlin_double.s"
.include "tfv_sprites.inc"
.align $1000 .align $1000

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@ -0,0 +1,34 @@
bird_stand_right:
.byte $6,$7
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$dd,$90
.byte $00,$00,$00,$00,$dd,$00
.byte $0d,$dd,$dd,$dd,$dd,$00
.byte $00,$00,$0d,$dd,$0d,$00
.byte $00,$00,$00,$99,$00,$00
.byte $00,$00,$00,$99,$90,$00
bird_walk_right:
.byte $6,$7
.byte $00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$dd,$90
.byte $00,$00,$00,$00,$dd,$00
.byte $0d,$dd,$dd,$dd,$dd,$00
.byte $00,$00,$0d,$dd,$0d,$00
.byte $00,$00,$00,$99,$00,$00
.byte $00,$00,$99,$00,$99,$00
small_tree:
.byte $3,$3
.byte $00,$CC,$00
.byte $CC,$CC,$CC
.byte $00,$88,$00
big_tree:
.byte $5,$5
.byte $00,$00,$CC,$00,$00
.byte $00,$C0,$CC,$C0,$00
.byte $00,$CC,$CC,$CC,$00
.byte $c0,$CC,$CC,$CC,$c0
.byte $00,$00,$88,$00,$00