ootw: intro: remove more extraneous code

This commit is contained in:
Vince Weaver 2019-03-01 12:04:29 -05:00
parent 2134d47344
commit 57feae5df9
5 changed files with 187 additions and 189 deletions

View File

@ -39,4 +39,4 @@ Memory squeeze!
10,734 over remove extraneous blank bg image
8,658 over re-arrange memory map, 42k avail now
8,562 over move gr_make_quake out of common code
8,374 over remove extraneous code (mostly put_sprite_flipped)

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@ -1,23 +1,23 @@
clear_screens:
;===================================
; Clear top/bottom of page 0
;===================================
;clear_screens:
; ;===================================
; ; Clear top/bottom of page 0
; ;===================================
;
; lda #$0
; sta DRAW_PAGE
; jsr clear_top
; jsr clear_bottom
lda #$0
sta DRAW_PAGE
jsr clear_top
jsr clear_bottom
;===================================
; Clear top/bottom of page 1
;===================================
lda #$4
sta DRAW_PAGE
jsr clear_top
jsr clear_bottom
rts
; ;===================================
; ; Clear top/bottom of page 1
; ;===================================
;
; lda #$4
; sta DRAW_PAGE
; jsr clear_top
; jsr clear_bottom
;
; rts
clear_bottoms:
@ -135,24 +135,24 @@ __cbf2:
rts ; 6
clear_screens_notext:
;clear_screens_notext:
;===================================
; Clear top/bottom of page 0
;===================================
lda #$0
sta DRAW_PAGE
jsr clear_all
; lda #$0
; sta DRAW_PAGE
; jsr clear_all
;===================================
;===================================
; Clear top/bottom of page 1
;===================================
lda #$4
sta DRAW_PAGE
jsr clear_all
; lda #$4
; sta DRAW_PAGE
; jsr clear_all
rts
; rts
;=========================================================

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@ -150,163 +150,3 @@ put_sprite_done_draw:
;=============================================
; put_sprite_flipped
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; transparent color is $A (grey #2)
; this means we can have black ($0) in a sprite
put_sprite_flipped:
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
dey ; make Y zero again ; 2
lda INH
sta ppf_smc+2
clc
lda INL
adc #1 ; add one (not two) because X counts
; from CH to 1 (not CH-1 to 0)
sta ppf_smc+1
bcc psf16
inc ppf_smc+2
psf16:
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_spritef_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 4
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 ; 4
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
;===========
; 34
put_spritef_pixel:
ppf_smc:
lda $C000,X ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$aa ; if all zero, transparent ; 2
beq put_spritef_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
cmp #$a0
bne put_spritef_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda COLOR
and #$0f
sta COLOR
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_spritef_mask ; always? ; 3
;=============
; 8
put_spritef_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
cmp #$0a
bne put_spritef_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda COLOR
and #$f0
sta COLOR
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_spritef_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 ; 6
jmp put_spritef_done_draw ; we are done ; 3
;===========
; 20
put_spritef_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_spritef_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_spritef_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
lda CH
clc
adc ppf_smc+1
sta ppf_smc+1
bcc psfo
inc ppf_smc+2
psfo:
dec CV ; decemenet total y count ; 5
bne put_spritef_loop ; loop if not done ; 2nt/3
;==============
; 17/18
rts ; return ; 6

157
ootw/gr_putsprite_flipped.s Normal file
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@ -0,0 +1,157 @@
;=============================================
; put_sprite_flipped
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; transparent color is $A (grey #2)
; this means we can have black ($0) in a sprite
put_sprite_flipped:
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
dey ; make Y zero again ; 2
lda INH
sta ppf_smc+2
clc
lda INL
adc #1 ; add one (not two) because X counts
; from CH to 1 (not CH-1 to 0)
sta ppf_smc+1
bcc psf16
inc ppf_smc+2
psf16:
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_spritef_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
lda gr_offsets,Y ; lookup low-res memory address ; 4
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 ; 4
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
;===========
; 34
put_spritef_pixel:
ppf_smc:
lda $C000,X ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
sty TEMP ; save sprite pointer ; 3
ldy #$0 ; 2
; check if completely transparent
; if so, skip
cmp #$aa ; if all zero, transparent ; 2
beq put_spritef_done_draw ; don't draw it ; 2nt/3
;==============
; 16/17
sta COLOR ; save color for later ; 3
; check if top pixel transparent
and #$f0 ; check if top nibble zero ; 2
cmp #$a0
bne put_spritef_bottom ; if not skip ahead ; 2nt/3
;==============
; 7/8
lda COLOR
and #$0f
sta COLOR
lda #$f0 ; setup mask ; 2
sta MASK ; 3
bmi put_spritef_mask ; always? ; 3
;=============
; 8
put_spritef_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
cmp #$0a
bne put_spritef_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda COLOR
and #$f0
sta COLOR
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_spritef_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 ; 6
jmp put_spritef_done_draw ; we are done ; 3
;===========
; 20
put_spritef_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_spritef_done_draw:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_spritef_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
lda CH
clc
adc ppf_smc+1
sta ppf_smc+1
bcc psfo
inc ppf_smc+2
psfo:
dec CV ; decemenet total y count ; 5
bne put_spritef_loop ; loop if not done ; 2nt/3
;==============
; 17/18
rts ; return ; 6

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@ -89,6 +89,7 @@ end_message:
.include "gr_copy.s"
.include "gr_make_quake.s"
.include "gr_putsprite.s"
.include "gr_putsprite_flipped.s"
.include "gr_offsets.s"
.include "random16.s"
.include "keyboard.s"