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tfv: add sprite color mask support
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@ -75,7 +75,7 @@ TFV_WORLD: tfv_world.o
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ld65 -o TFV_WORLD tfv_world.o -C ../../linker_scripts/apple2_2000.inc
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tfv_world.o: tfv_world.s zp.inc \
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long_wait.s gr_put_num.s \
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long_wait.s gr_put_num.s gr_putsprite_mask.s \
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tfv_overworld.s tfv_drawmap.s \
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tfv_battle.s tfv_battle_menu.s tfv_battle_limit.s tfv_battle_summons.s \
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tfv_battle_magic.s tfv_battle_enemy.s tfv_battle_draw_hero.s \
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@ -12,6 +12,12 @@
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; location in XPOS,YPOS
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gr_put_num:
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lda #$ff
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; color should be in A when we get here
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gr_put_num_color:
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sta COLOR
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lda #1
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sta gr_put_num_leading_zero
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@ -62,7 +68,7 @@ gr_put_num_print_tens:
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lda number_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jsr put_sprite_mask
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; point to next
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lda XPOS
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@ -87,7 +93,7 @@ gr_put_num_ones:
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lda number_sprites+1,Y
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sta INH
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jsr put_sprite_crop
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jsr put_sprite_mask
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rts
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168
games/tfv/gr_putsprite_mask.s
Normal file
168
games/tfv/gr_putsprite_mask.s
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@ -0,0 +1,168 @@
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;=============================================
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; put_sprite_mask
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;=============================================
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; put an outline of the sprite, using non-transparent ($AA)
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; pixels with a solid color in COLOR
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; Sprite to display in INH,INL
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; Location is XPOS,YPOS
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; Note, only works if YPOS is multiple of two
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; transparent color is $A (grey #2)
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; this means we can have black ($0) in a sprite
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; FIXME: force YPOS to be even?
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; A, X, Y trashed
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put_sprite_mask:
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ldy #0 ; byte 0 is xsize ; 2
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lda (INL),Y ; 5
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sta CH ; xsize is in CH ; 3
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iny ; 2
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clc
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adc XPOS
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sta XMAX
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lda (INL),Y ; byte 1 is ysize ; 5
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sta CV ; ysize is in CV ; 3
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iny ; 2
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lda YPOS ; make a copy of ypos ; 3
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sta TEMPY ; as we modify it ; 3
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;===========
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; 28
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psm_put_sprite_loop:
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sty TEMP ; save sprite pointer ; 3
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ldy TEMPY ; 3
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bpl psm_put_sprite_pos ; if < 0, skip to next
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clc ; skip line in sprite too
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lda TEMP
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adc CH
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tay
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bne psm_increment_y
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psm_put_sprite_pos:
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psm_smc1:
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cpy #48 ; bge if >= 48, done sprite
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bcs psm_sprite_done
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lda gr_offsets,Y ; lookup low-res memory address ; 4
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clc ; 2
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adc XPOS ; add in xpos ; 3
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sta OUTL ; store out low byte of addy ; 3
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clc ; never wraps, handle negative
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lda gr_offsets+1,Y ; look up high byte ; 4
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adc DRAW_PAGE ; ; 3
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sta OUTH ; and store it out ; 3
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ldy TEMP ; restore sprite pointer ; 3
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; OUTH:OUTL now points at right place
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ldx XPOS ; load xposition into x ; 3
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;===========
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; 34
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psm_put_sprite_pixel:
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lda (INL),Y ; get sprite colors ; 5
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iny ; increment sprite pointer ; 2
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sty TEMP ; save sprite pointer ; 3
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cpx #0 ; if off-screen left, skip draw
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bmi psm_skip_drawing
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cpx #40
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bcs psm_skip_drawing ; if off-screen right, skip draw
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ldy #$0 ; 2
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; check if completely transparent
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; if so, skip
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cmp #$AA ; if all zero, transparent ; 2
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beq psm_put_sprite_done_draw ; don't draw it ; 2nt/3
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;==============
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; 16/17
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sta COLOR2 ; save color for later ; 3
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; check if top pixel transparent
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and #$f0 ; check if top nibble zero ; 2
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cmp #$a0
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bne psm_put_sprite_bottom ; if not skip ahead ; 2nt/3
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;==============
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; 7/8
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lda COLOR
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and #$0f
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sta COLOR2
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lda #$f0 ; setup mask ; 2
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sta MASK ; 3
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bmi psm_put_sprite_mask ; always? ; 3
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;=============
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; 8
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psm_put_sprite_bottom:
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lda COLOR2 ; re-load color ; 3
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and #$0f ; check if bottom nibble zero ; 2
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cmp #$0a
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bne psm_put_sprite_all ; if not, skip ahead ; 2nt/3
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;=============
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; 7/8
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lda COLOR
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and #$f0
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sta COLOR2
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lda #$0f ; 2
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sta MASK ; setup mask ; 3
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;===========
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; 5
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psm_put_sprite_mask:
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lda (OUTL),Y ; get color at output ; 5
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and MASK ; mask off unneeded part ; 3
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ora COLOR2 ; or the color in ; 3
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sta (OUTL),Y ; store it back ; 6
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jmp psm_put_sprite_done_draw ; we are done ; 3
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;===========
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; 20
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psm_put_sprite_all:
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lda COLOR ; load color ; 3
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sta (OUTL),Y ; and write it out ; 6
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;============
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; 9
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psm_put_sprite_done_draw:
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psm_skip_drawing:
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ldy TEMP ; restore sprite pointer ; 3
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inc OUTL ; increment output pointer ; 5
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inx ; increment x counter ; 2
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cpx XMAX
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bne psm_put_sprite_pixel ; if not done, keep looping ; 2nt/3
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;==============
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; 12/13
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psm_increment_y:
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inc TEMPY ; each line has two y vars ; 5
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inc TEMPY ; 5
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dec CV ; decemenet total y count ; 5
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bne psm_put_sprite_loop ; loop if not done ; 2nt/3
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;==============
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; 17/18
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psm_sprite_done:
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rts ; return ; 6
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@ -224,13 +224,12 @@ hero_done_dec_mp:
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was_heal_magic:
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jsr heal_hero
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; FIXME: print green
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lda #30
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sta XPOS
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lda #10
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sta YPOS
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jsr gr_put_num
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lda #$ee ; print teal
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jsr gr_put_num_color
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@ -47,6 +47,7 @@
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.include "keyboard.s"
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.include "joystick.s"
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.include "gr_putsprite_crop.s"
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.include "gr_putsprite_mask.s"
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.include "text_print.s"
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.include "gr_copy.s"
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.include "decompress_fast_v2.s"
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