budge3d: more optimization

This commit is contained in:
Vince Weaver 2023-01-06 21:56:36 -05:00
parent e8f0a3f16f
commit 776300be78
14 changed files with 1501 additions and 3 deletions

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@ -26,7 +26,7 @@ SHIP_CUBE: ship_cube.o
ship_cube.o: ship_cube.s \
zp.inc hardware.inc \
shapes.s math_constants.s hgr_tables.s \
shapes.s math_constants.s \
scale_constants.s
ca65 -o ship_cube.o ship_cube.s -l ship_cube.lst

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@ -4,3 +4,6 @@
3760 bytes: remove excess padding from the shape data
3621 bytes: clear out more unused stuff
3604 bytes: optimize code a bit
3118 bytes: build HGR tables at start
2882 bytes: build div7 table at start
2648 bytes: build hiresbit table at start

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@ -0,0 +1,35 @@
include ../../../../Makefile.inc
DOS33 = ../../../../utils/dos33fs-utils/dos33
TOKENIZE = ../../../../utils/asoft_basic-utils/tokenize_asoft
LINKER_SCRIPTS = ../../../../linker_scripts
EMPTY_DISK = ../../../../empty_disk
all: budge3d.dsk
budge3d.dsk: HELLO SHIP_CUBE
cp $(EMPTY_DISK)/empty.dsk budge3d.dsk
$(DOS33) -y budge3d.dsk SAVE A HELLO
$(DOS33) -y budge3d.dsk BSAVE -a 0x800 SHIP_CUBE
###
HELLO: hello.bas
$(TOKENIZE) < hello.bas > HELLO
####
SHIP_CUBE: ship_cube.o
ld65 -o SHIP_CUBE ship_cube.o -C $(LINKER_SCRIPTS)/apple2_800.inc
ship_cube.o: ship_cube.s \
zp.inc hardware.inc \
shapes.s math_constants.s hgr_tables.s \
scale_constants.s
ca65 -o ship_cube.o ship_cube.s -l ship_cube.lst
####
clean:
rm -f *~ *.o *.lst HELLO SHIP_CUBE

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@ -0,0 +1,7 @@
; soft switches
TXTCLR = $c050 ; RW display graphics
MIXCLR = $c052 ; RW display full screen
TXTPAGE1 = $c054 ; RW display page 1
TXTPAGE2 = $c055 ; RW display page 2 (or read/write aux mem)
HIRES = $c057 ; RW display hi-res graphics

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@ -0,0 +1,2 @@
10 PRINT CHR$ (4)"BRUN SHIP_CUBE"

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@ -0,0 +1,68 @@
;
; Math constants for rotation.
;
; To compute X * cos(theta), start by converting theta (0-27) into a table base
; address (using the 28-byte tables RotIndexLo_cos / RotIndexHi_cos). Split the
; X coordinate into nibbles, use the low 4 bits to index into the adjusted
; RotTabLo pointer, and the high 4 bits to index into the adjusted RotTabHi
; pointer. Add the values at those locations together.
;
; This is similar to the way the scale table works. See ScaleTableLo, below,
; for a longer explanation of how the nibbles are used.
;
; As an example, suppose we have a point at (36,56), and we want to rotate it 90
; degrees (rot=7). We use the RotIndex tables to get the table base addresses:
; sin=$00/$00 ($1200/$1300), cos=$70/$07 ($1270/$1307). We split the
; coordinates into nibbles without shifting ($24,$38 --> $20 $04, $30 $08), and
; use the nibbles as indexes into the tables:
;
; X * cos(theta) = ($1274)+($1327) = $00+$00 = 0
; Y * sin(theta) = ($1208)+($1330) = $08+$30 = 56
; X * sin(theta) = ($1204)+($1320) = $04+$20 = 36
; Y * cos(theta) = ($1278)+($1337) = $00+$00 = 0
;
; XC = X*cos(theta) - Y*sin(theta) = -56
; YC = X*sin(theta) + Y*cos(theta) = 36
;
; which is exactly what we expected (counter-clockwise).
;
; The largest value from the index table is $EE, so that last 17 bytes in each
; table are unused.
;
RotTabLo: ; 1200
.byte $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0a,$0b,$0c,$0d,$0e,$0f
.byte $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0a,$0b,$0c,$0d,$0e,$0f
.byte $00,$01,$02,$03,$04,$05,$05,$06,$07,$08,$09,$0a,$0b,$0c,$0d,$0e
.byte $00,$01,$02,$02,$03,$04,$05,$05,$06,$07,$08,$09,$09,$0a,$0b,$0c
.byte $00,$01,$01,$02,$02,$03,$04,$04,$05,$06,$06,$07,$07,$08,$09,$09
.byte $00,$00,$01,$01,$02,$02,$03,$03,$03,$04,$04,$05,$05,$06,$06,$07
.byte $00,$00,$00,$01,$01,$01,$01,$02,$02,$02,$02,$02,$03,$03,$03,$03
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$ff,$ff,$ff,$ff,$fe,$fe,$fe,$fe,$fe,$fd,$fd,$fd,$fd
.byte $00,$00,$ff,$ff,$fe,$fe,$fd,$fd,$fd,$fc,$fc,$fb,$fb,$fa,$fa,$f9
.byte $00,$ff,$ff,$fe,$fe,$fd,$fc,$fc,$fb,$fa,$fa,$f9,$f9,$f8,$f7,$f7
.byte $00,$ff,$fe,$fe,$fd,$fc,$fb,$fb,$fa,$f9,$f8,$f7,$f7,$f6,$f5,$f4
.byte $00,$ff,$fe,$fd,$fc,$fb,$fb,$fa,$f9,$f8,$f7,$f6,$f5,$f4,$f3,$f2
.byte $00,$ff,$fe,$fd,$fc,$fb,$fb,$fa,$f8,$f7,$f6,$f5,$f4,$f3,$f2,$f1
.byte $00,$ff,$fe,$fd,$fc,$fb,$fa,$f9,$f8,$f7,$f6,$f5,$f4,$f3,$f2,$f1
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
RotTabHi: ; 1300
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $10,$10,$0e,$0d,$0a,$07,$04,$00,$fc,$f9,$f6,$f3,$f2,$f0,$f0,$00
.byte $20,$1f,$1d,$19,$14,$0e,$07,$00,$f9,$f2,$ec,$e7,$e3,$e1,$e0,$00
.byte $30,$2f,$2b,$26,$1e,$15,$0b,$00,$f5,$eb,$e2,$da,$d5,$d1,$d0,$00
.byte $40,$3e,$3a,$32,$28,$1c,$0e,$00,$f2,$e4,$d8,$ce,$c6,$c2,$c0,$00
.byte $50,$4e,$48,$3f,$32,$23,$12,$00,$ee,$dd,$ce,$c1,$b8,$b2,$b0,$00
.byte $60,$5e,$56,$4b,$3c,$2a,$15,$00,$eb,$d6,$c4,$b5,$aa,$a2,$a0,$00
.byte $70,$6d,$65,$58,$46,$31,$19,$00,$e7,$cf,$ba,$a8,$9b,$93,$90,$00
.byte $80,$83,$8d,$9c,$b0,$c8,$e4,$00,$1c,$38,$50,$64,$73,$7d,$80,$00
.byte $90,$93,$9b,$a8,$ba,$cf,$e7,$00,$19,$31,$46,$58,$65,$6d,$70,$00
.byte $a0,$a2,$aa,$b5,$c4,$d6,$eb,$00,$15,$2a,$3c,$4b,$56,$5e,$60,$00
.byte $b0,$b2,$b8,$c1,$ce,$dd,$ee,$00,$12,$23,$32,$3f,$48,$4e,$50,$00
.byte $c0,$c2,$c6,$ce,$d8,$e4,$f2,$00,$0e,$1c,$28,$32,$3a,$3e,$40,$00
.byte $d0,$d1,$d5,$da,$e2,$eb,$f5,$00,$0b,$15,$1e,$26,$2b,$2f,$30,$00
.byte $e0,$e1,$e3,$e7,$ec,$f2,$f9,$00,$07,$0e,$14,$19,$1d,$1f,$20,$00
.byte $f0,$f0,$f2,$f3,$f6,$f9,$fc,$00,$04,$07,$0a,$0d,$0e,$10,$10,$00

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@ -0,0 +1,113 @@
;
; Math constants for scaling.
;
; Each table has 16 sets of 16 entries, with one set for each of the 16 possible
; scale values. The values within a set determine how one 4-bit nibble of the
; coordinate is scaled.
;
; Suppose you want to scale the value 100 ($64) by scale factor 8 (a bit over
; half size). We begin by using self-modifying code to select the table
; subsets. This is done in a clever way to avoid shifting. The instructions
; that load from ScaleTabLo are modified to reference $1800, $1810, $1820, and
; so on. The instructions that load from ScaleTabHi reference $1900, $1901,
; $1902, etc. The offset comes from the two 16-byte ScaleIndex tables. For a
; scale factor of 8, we'll be using $1880 and $1908 as the base addresses.
;
; To do the actual scaling, we mask to get the low part of the value ($04) and
; index into ScaleTabLo, at address $1884. We mask the high part of the value
; ($60) and index into ScaleTabHi, at $1968. We add the values there ($02, $36)
; to get $38 = 56, which is just over half size as expected.
;
; This is an approximation, but so is any integer division, and it's done in
; 512+32=544 bytes instead of the 16*256=4096 bytes that you'd need for a fully-
; formed scale. For hi-res graphics it's certainly good enough.
;
; 32 = $20 = ($1880)+($1928) = 18 (.563)
; 40 = $28 = ($1888)+($1928) = 22 (.55)
; 47 = $2F = ($188F)+($1928) = 26 (.553)
; 48 = $30 = ($1880)+($1938) = 27 (.563)
; 100 = $64 = ($1884)+($1968) = 56 (.56)
;
ScaleTabLo:
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $01,$01,$01,$01,$01,$01,$01,$01
.byte $00,$00,$00,$00,$00,$00,$01,$01
.byte $01,$01,$01,$02,$02,$02,$02,$02
.byte $00,$00,$00,$00,$01,$01,$01,$01
.byte $02,$02,$02,$02,$03,$03,$03,$03
.byte $00,$00,$00,$00,$01,$01,$01,$02
.byte $02,$02,$03,$03,$03,$04,$04,$04
.byte $00,$00,$00,$01,$01,$01,$02,$02
.byte $03,$03,$03,$04,$04,$04,$05,$05
.byte $00,$00,$00,$01,$01,$02,$02,$03
.byte $03,$03,$04,$04,$05,$05,$06,$06
.byte $00,$00,$01,$01,$02,$02,$03,$03
.byte $04,$04,$05,$05,$06,$06,$07,$07
.byte $00,$00,$01,$01,$02,$02,$03,$03
.byte $04,$05,$05,$06,$06,$07,$07,$08
.byte $00,$00,$01,$01,$02,$03,$03,$04
.byte $05,$05,$06,$06,$07,$08,$08,$09
.byte $00,$00,$01,$02,$02,$03,$04,$04
.byte $05,$06,$06,$07,$08,$08,$09,$0a
.byte $00,$00,$01,$02,$03,$03,$04,$05
.byte $06,$06,$07,$08,$09,$09,$0a,$0b
.byte $00,$00,$01,$02,$03,$04,$04,$05
.byte $06,$07,$08,$08,$09,$0a,$0b,$0c
.byte $00,$00,$01,$02,$03,$04,$05,$06
.byte $07,$07,$08,$09,$0a,$0b,$0c,$0d
.byte $00,$00,$01,$02,$03,$04,$05,$06
.byte $07,$08,$09,$0a,$0b,$0c,$0d,$0e
.byte $00,$01,$02,$03,$04,$05,$06,$07
.byte $08,$09,$0a,$0b,$0c,$0d,$0e,$0f
ScaleTabHi:
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00
.byte $01,$02,$03,$04,$05,$06,$07,$08
.byte $09,$0a,$0b,$0c,$0d,$0e,$0f,$10
.byte $02,$04,$06,$08,$0a,$0c,$0e,$10
.byte $12,$14,$16,$18,$1a,$1c,$1e,$20
.byte $03,$06,$09,$0c,$0f,$12,$15,$18
.byte $1b,$1e,$21,$24,$27,$2a,$2d,$30
.byte $04,$08,$0c,$10,$14,$18,$1c,$20
.byte $24,$28,$2c,$30,$34,$38,$3c,$40
.byte $05,$0a,$0f,$14,$19,$1e,$23,$28
.byte $2d,$32,$37,$3c,$41,$46,$4b,$50
.byte $06,$0c,$12,$18,$1e,$24,$2a,$30
.byte $36,$3c,$42,$48,$4e,$54,$5a,$60
.byte $07,$0e,$15,$1c,$23,$2a,$31,$38
.byte $3f,$46,$4d,$54,$5b,$62,$69,$70
.byte $f8,$f0,$e8,$e0,$d8,$d0,$c8,$c0
.byte $b8,$b0,$a8,$a0,$98,$90,$88,$80
.byte $f9,$f2,$eb,$e4,$dd,$d6,$cf,$c8
.byte $c1,$ba,$b3,$ac,$a5,$9e,$97,$90
.byte $fa,$f4,$ee,$e8,$e2,$dc,$d6,$d0
.byte $ca,$c4,$be,$b8,$b2,$ac,$a6,$a0
.byte $fb,$f6,$f1,$ec,$e7,$e2,$dd,$d8
.byte $d3,$ce,$c9,$c4,$bf,$ba,$b5,$b0
.byte $fc,$f8,$f4,$f0,$ec,$e8,$e4,$e0
.byte $dc,$d8,$d4,$d0,$cc,$c8,$c4,$c0
.byte $fd,$fa,$f7,$f4,$f1,$ee,$eb,$e8
.byte $e5,$e2,$df,$dc,$d9,$d6,$d3,$d0
.byte $fe,$fc,$fa,$f8,$f6,$f4,$f2,$f0
.byte $ee,$ec,$ea,$e8,$e6,$e4,$e2,$e0
.byte $ff,$fe,$fd,$fc,$fb,$fa,$f9,$f8
.byte $f7,$f6,$f5,$f4,$f3,$f2,$f1,$f0

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@ -0,0 +1,211 @@
;===========================================================
;
; If configured without the HRCG, the module starts here. *
;
; Note that all tables are page-aligned for performance. *
;
;===========================================================
NumObjects = 2
;NumObjects: .byte 2 ; number of objects
; .byte 35 ; number of points (unused)
; .byte 41 ; number of lines (unused)
;
; The next five tables represent the data as it was entered into the shape
; editor. There are two shapes. The first (space shuttle) starts at offset 0,
; has 27 points, and 29 lines. The second (cube) starts immediately after the
; first, has 8 points, and 12 lines.
;
; 3D mesh X coordinates (-60, -57, ...)
ShapeXCoords:
; spaceship
.byte $c4,$c7,$c7,$c7,$c7,$d6,$d6,$d6 ; $00
.byte $d6,$f1,$f1,$00,$00,$15,$15,$1e ; $08
.byte $1e,$1e,$1e,$24,$24,$24,$24,$09 ; $10
.byte $1b,$15,$1e ; $18
; cube
.byte $fb,$05,$05,$fb,$fb ; $1b
.byte $05,$05,$fb ; $20
; junk
; .byte $ec,$fc,$0c,$18,$28,$30,$44,$50,$74,$7c,$05,$fb,$00,$c4,$ca,$ca,$ca,$ca,$d6,$d6,$d6,$d6,$f1,$f1,$00,$00,$15,$15,$1e
; .byte $1e,$1e,$1e,$24,$24,$24,$24,$09,$1b,$15,$1e,$d8,$e8,$f8,$08,$18,$28,$9c,$c4,$ec,$14,$3c,$64,$c9,$37,$b5,$4b,$22,$de,$de,$f2,$0e
; .byte $22,$22,$de,$de,$f2,$0e,$22,$28,$39,$46,$d8,$c7,$ba,$00,$00,$00,$4d,$4d,$3f,$3f,$b3,$b3,$c1,$c1,$f9,$07,$07,$f9,$11,$ef,$ef,$11
; .byte $08,$f8,$0a,$f6,$19,$e7,$19,$e7,$00,$fa,$06,$00,$00,$fc,$04,$fc,$04,$fa,$06,$f6,$0a,$fc,$04,$f4,$0c,$fa,$06,$fa,$06,$f6,$0a,$f6
; .byte $0a,$f4,$0c,$f4,$0c,$d0,$30,$d0,$30,$d0,$30,$d0,$30,$d0,$30,$d0,$30,$d3,$06,$fc,$1a,$ba,$00,$da,$03,$16,$1a,$b0,$00,$ba,$02,$10
; .byte $34,$1a,$98,$19,$2b,$da,$03,$1b,$ab,$3b,$a0,$a0,$ab,$a4,$01,$df,$82,$d9,$0b,$f2,$0c,$d8,$06,$06,$2b,$7c,$10,$5b,$08,$3f,$19,$16
; .byte $0f,$01,$9c,$19,$23,$0f,$01,$97,$f2,$18,$24,$00,$0c,$c0,$f8,$06,$ed,$2b,$7c,$42,$1a,$ac,$00,$ba,$5c,$06,$f1,$1a,$03,$00,$da,$06
; 3D mesh Y coordinates (0, 3, ...)
ShapeYCoords:
; spaceship
.byte $00,$03,$03,$fd,$fd,$06,$09,$fa
.byte $f7,$09,$f7,$0f,$f1,$24,$dc,$24
.byte $dc,$09,$f7,$09,$f7,$06,$fa,$00
.byte $00,$00,$00
; cube
.byte $fb,$fb,$05,$05,$fb
.byte $fb,$05,$05
; garbage
; .byte $d0,$e0,$bc,$b0,$c4,$d8,$d0,$e0,$e0,$d0,$0a,$0a,$22,$00,$05,$05,$fb,$fb,$06,$09,$fa,$f7,$09,$f7,$0f,$f1,$24,$dc,$24
; .byte $dc,$09,$f7,$09,$f7,$06,$fa,$00,$00,$00,$00,$20,$20,$20,$20,$20,$20,$e0,$e0,$e0,$e0,$e0,$e0,$10,$10,$fa,$fa,$f4,$f4,$0c,$20,$20
; .byte $0c,$f4,$f4,$0c,$20,$20,$0c,$00,$00,$00,$00,$00,$00,$28,$39,$46,$f9,$07,$07,$f9,$f9,$07,$07,$f9,$4d,$4d,$3f,$3f,$ef,$ef,$11,$11
; .byte $0e,$0e,$1b,$1b,$11,$11,$e7,$e7,$00,$06,$06,$fa,$0a,$0a,$0a,$0a,$0a,$06,$06,$06,$06,$fa,$fa,$06,$06,$06,$06,$fa,$fa,$04,$04,$fc
; .byte $fc,$04,$04,$fc,$fc,$0c,$0c,$f4,$f4,$0c,$0c,$f4,$f4,$0c,$0c,$f4,$f4,$06,$00,$4f,$0c,$d0,$d2,$a3,$02,$00,$2c,$0d,$c5,$e4,$e9,$f4
; .byte $04,$06,$00,$a2,$0d,$c1,$00,$00,$00,$20,$4d,$0a,$a9,$ff,$85,$31,$a0,$00,$a5,$24,$c9,$27,$d0,$09,$20,$8e,$fd,$85,$31,$a9,$06,$85
; .byte $24,$b1,$12,$c5,$30,$d0,$13,$e6,$31,$a4,$31,$c0,$10,$b0,$0b,$be,$f0,$00,$e4,$24,$90,$04,$86,$24,$90,$d6,$20,$ed,$fd,$e6,$12,$d0
; 3D mesh Z coordinates (0, 3, ...)
ShapeZCoords:
; spaceship
.byte $00,$03,$fd,$03,$fd,$09,$fa,$09
.byte $fa,$fa,$fa,$fa,$fa,$fa,$fa,$fa
.byte $fa,$fa,$fa,$fa,$fa,$09,$09,$09
.byte $09,$1b,$1b
; cube
.byte $fb,$fb,$fb,$fb,$05
.byte $05,$05,$05
; garbage
; .byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$05,$fb,$05,$fb,$09,$fa,$09,$fa,$fa,$fa,$fa,$fa,$fa,$fa,$fa
; .byte $fa,$fa,$fa,$fa,$fa,$09,$09,$09,$09,$1e,$1e,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
; .byte $00,$e2,$e2,$e0,$e0,$e0,$e0,$fd,$de,$c9,$fd,$de,$c9,$fb,$db,$c6,$c9,$c6,$c6,$c9,$c9,$c6,$c6,$c9,$c6,$c6,$c9,$c9,$28,$28,$2a,$2a
; .byte $16,$16,$03,$03,$20,$20,$1e,$1e,$5a,$1e,$1e,$1e,$24,$22,$22,$0c,$0c,$12,$12,$10,$10,$0c,$0c,$e8,$e8,$e2,$e2,$e8,$e8,$fa,$fa,$fa
; .byte $fa,$e8,$e8,$e8,$e8,$f4,$f4,$f4,$f4,$ee,$ee,$ee,$ee,$00,$00,$00,$00,$89,$f6,$01,$e2,$10,$27,$e8,$03,$64,$00,$0a,$00,$01,$00,$2b
; .byte $35,$25,$37,$00,$4c,$45,$08,$2b,$d7,$02,$58,$36,$01,$f5,$20,$89,$f6,$6c,$3b,$38,$08,$ed,$07,$02,$eb,$f8,$4c,$07,$03,$6c,$38,$ec
; .byte $28,$db,$02,$a5,$00,$20,$8e,$0a,$20,$89,$f6,$29,$d7,$03,$e2,$00,$60,$00,$20,$8e,$fd,$20,$ce,$0a,$20,$d5,$0e,$20,$c9,$09,$20,$89
; 3D mesh line definition: start points (0, 0, 0, ...)
LineStartPoint: ; b00
; spaceship (29 lines)
.byte $00,$00,$00,$00,$01,$02,$03,$04
.byte $06,$08,$09,$0a,$0b,$0c,$0d,$0e
.byte $0f,$10,$11,$12,$13,$05,$07,$13
.byte $14,$15,$17,$19,$1a
; cube (12 lines)
.byte $1b,$1c,$1d
.byte $1e,$1f,$20,$21,$22,$1b,$1c,$1d
.byte $1e
; junk
; .byte $26,$27,$28,$29,$2a,$2b,$2d,$2e,$30,$30,$30,$30,$31,$32,$33,$34,$36,$38,$39,$3a,$3b,$3c,$3d
; .byte $3e,$3f,$40,$41,$42,$43,$35,$37,$43,$44,$45,$47,$49,$48,$4b,$4c,$4d,$4e,$4f,$50,$4b,$57,$59,$51,$5d,$63,$5d,$5e,$5f,$65,$5f,$60
; .byte $5b,$60,$61,$66,$67,$5c,$5d,$62,$63,$6a,$5e,$5f,$64,$65,$6d,$70,$71,$72,$73,$74,$75,$76,$77,$78,$79,$7a,$7b,$7c,$7d,$7e,$7f,$80
; .byte $81,$7e,$7f,$7e,$7f,$84,$85,$84,$85,$86,$87,$88,$88,$88,$8c,$8c,$8d,$8e,$89,$8a,$91,$92,$93,$94,$93,$94,$8b,$8b,$97,$98,$99,$97
; .byte $98,$99,$9a,$9d,$a1,$a9,$9f,$a3,$ab,$9e,$a2,$aa,$a0,$a4,$ac,$39,$a3,$38,$01,$0a,$a5,$03,$4d,$d6,$03,$4a,$37,$38,$25,$39,$11,$3c
; .byte $00,$29,$71,$28,$71,$00,$20,$da,$0b,$4c,$45,$08,$20,$89,$f6,$e8,$11,$3c,$00,$32,$b0,$71,$e0,$71,$22,$00,$6c,$08,$00,$14,$cd,$fe
; .byte $00,$20,$ce,$0a,$20,$89,$f6,$29,$3a,$28,$3b,$eb,$00,$20,$8e,$0a,$20,$89,$f6,$29,$38,$2a,$39,$f8,$28,$b9,$f8,$00,$20,$cc,$0b,$20
; 3D mesh line definition: end points (1, 2, 3, ...)
LineEndPoint: ; c00
; spaceship (29 lines)
.byte $01,$02,$03,$04,$05,$06,$07,$08
.byte $09,$0a,$0b,$0c,$0d,$0e,$0f,$10
.byte $11,$12,$13,$14,$14,$15,$16,$15
.byte $16,$16,$19,$1a,$18
; cube (12 lines)
.byte $1c,$1d,$1e
.byte $1b,$20,$21,$22,$1f,$1f,$20,$21
.byte $22
; junk
; .byte $27,$28,$29,$2a,$2b,$2c,$2f,$2f,$31,$32,$33,$34,$35,$36,$37,$38,$39,$3a,$3b,$3c,$3d,$3e,$3f
; .byte $40,$41,$42,$43,$44,$44,$45,$46,$45,$46,$46,$49,$4a,$4a,$51,$52,$53,$54,$55,$56,$50,$58,$5a,$56,$5e,$64,$63,$64,$60,$66,$65,$66
; .byte $67,$67,$68,$68,$69,$6a,$6a,$6b,$6b,$6c,$6d,$6d,$6e,$6e,$6f,$71,$72,$73,$70,$75,$76,$77,$74,$79,$7a,$7b,$78,$7d,$7e,$7f,$7c,$82
; .byte $83,$81,$80,$85,$84,$80,$81,$60,$5d,$84,$85,$89,$8a,$8b,$8d,$8e,$8f,$90,$91,$92,$93,$94,$95,$96,$97,$98,$9b,$9c,$99,$9a,$9a,$9b
; .byte $9c,$9b,$9c,$a5,$a9,$ad,$a7,$ab,$af,$a6,$aa,$ae,$a8,$ac,$b0,$10,$dd,$08,$3f,$19,$6b,$0f,$00,$20,$d0,$09,$20,$0c,$fd,$c9,$d3,$66
; .byte $33,$20,$ce,$0a,$a9,$ff,$85,$2f,$d0,$00,$20,$61,$0c,$20,$89,$f6,$11,$00,$02,$29,$d4,$06,$04,$49,$51,$01,$f8,$4a,$06,$03,$51,$01
; .byte $fa,$21,$3a,$f2,$42,$51,$d3,$07,$fb,$19,$00,$02,$11,$7c,$03,$24,$71,$2a,$71,$00,$20,$7b,$0d,$24,$33,$10,$0c,$20,$0c,$fd,$c9,$83
;
; For shape N, the index of the first point.
;
; Shape #0 uses points $00-1A, shape #1 uses points $1B-22. (Data at offsets 2-
; 15 is junk.)
FirstPointIndex:
.byte $00,$1b
; .byte $08,$0c,$0d,$1d,$2d,$30,$4b,$5b,$88,$7c,$03,$61,$39,$e9
; For shape N, the index of the last point + 1.
LastPointIndex:
.byte $1b,$23
; .byte $0c,$0d,$1d,$2d,$30,$4b,$5b,$88,$b1,$2a,$1a,$00,$02,$ba
;
; For shape N, the index of the first line.
;
; Shape #0 uses lines $00-1C, shape #1 uses lines $1D-28. (Data at offsets 2-15
; is junk.)
FirstLineIndex:
.byte $00,$1d
; .byte $0c,$01,$12,$20,$2f,$31,$4e,$58,$8b,$01,$9c,$00,$a5,$16
; For shape N, the index of the last point + 1.
LastLineIndex:
.byte $1d,$29
; .byte $12,$01,$20,$2f,$31,$4e,$58,$8b,$af,$fe,$4c,$45,$08,$20
;
; Indexes into the rotation tables. One entry for each rotation value (0-27).
; The "low" and "high" tables have the same value at each position, just shifted
; over 4 bits.
;
; Mathematically, cosine has the same shape as sine, but is shifted by PI/2 (one
; quarter period) ahead of it. That's why there are two sets of tables, one of
; which is shifted by 7 bytes.
;
; See the comments above RotTabLo for more details.
;
RotIndexLo_sin:
.byte $70,$60,$50,$40,$30,$20,$10,$00
.byte $10,$20,$30,$40,$50,$60,$70,$80
.byte $90,$a0,$b0,$c0,$d0,$e0,$d0,$c0
.byte $b0,$a0,$90,$80
RotIndexHi_sin:
.byte $07,$06,$05,$04,$03,$02,$01,$00
.byte $01,$02,$03,$04,$05,$06,$07,$08
.byte $09,$0a,$0b,$0c,$0d,$0e,$0d,$0c
.byte $0b,$0a,$09,$08
RotIndexLo_cos:
.byte $00,$10,$20,$30,$40,$50,$60,$70
.byte $80,$90,$a0,$b0,$c0,$d0,$e0,$d0
.byte $c0,$b0,$a0,$90,$80,$70,$60,$50
.byte $40,$30,$20,$10
RotIndexHi_cos:
.byte $00,$01,$02,$03,$04,$05,$06,$07
.byte $08,$09,$0a,$0b,$0c,$0d,$0e,$0d
.byte $0c,$0b,$0a,$09,$08,$07,$06,$05
.byte $04,$03,$02,$01
;
; Indexes into the scale tables. One entry for each scale value (0-15). See
; the comments above ScaleTabLo for more details.
;
ScaleIndexLo:
.byte $00,$10,$20,$30,$40,$50,$60,$70,$80,$90,$a0,$b0,$c0,$d0,$e0,$f0
ScaleIndexHi:
.byte $00,$01,$02,$03,$04,$05,$06,$07,$08,$09,$0a,$0b,$0c,$0d,$0e,$0f
;
; Junk, pads to end of 256-byte page.
.align $0100

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@ -0,0 +1,922 @@
;============================================================================
; Disassembly of a module generated by Bill Budge's 3-D Graphics System and
; Game Tool.
;
; The tool itself is copyright 1980 California Pacific Computer Co. Modules
; may be marketed and sold so long as they provide a credit notice.
;
; The HRCG (code and font) is credited to Christopher Espinosa.
;===========================================================================
; Disassembly by Andy McFadden, using 6502bench SourceGen v1.6.
; Last updated 2020/03/11
;
; The manual refers to "points" and "lines" rather than "vertices" and
; "edges". For consistency the same nomenclature is used here.
;
; Two shapes are defined: the space shuttle model from the manual, and a
; simple cube 11 units on a side. The module is configured for XOR drawing
; This makes extensive use of self-modifying code. Labels that begin with an
; underscore indicate self-modification targets.
; Note from Vince Weaver
; + I've taken the disassembly and am converting it to assembly language
; I guess it might make more sense to get an assembly language kernel
; from the program, but I'm going to modify the BASIC anyway
;===========================================================================
;
; You can define up to 16 shapes. Their parameters are stored in the various
; arrays:
;
; CODE_arr+N: 0 (do nothing), 1 (transform & draw), 2 (erase previous,
; transform, draw new), 3 (erase).
; X_arr+N: X coordinate of center (0-255).
; Y_arr+N: Y coordinate of center (0-191).
; SCALE_arr+N: scale factor, 0-15. 15 is full size, 0 is 1/16th.
; XROT_arr+N: rotation about X axis, 0-27. 0 is no rotation, 27 is just shy
; of 360 degrees.
; YROT_arr+N: rotation about Y axis.
; ZROT_arr+N: rotation about Z axis.
; SX_arr+N: (output) X coordinate of last point drawn.
; SY_arr+N: (output) Y coordinate of last point drawn.
;
; The code entry points are:
; RESET: initializes graphics module, clears the screen, switches display
; to primary hi-res page.
; CLR: clears both hi-res screens and switches to primary hi-res page.
; HIRES: turns on primary hi-res page.
; CRUNCH: primary animation function.
;
; The "CRUNCH" function:
; - erases objects whose CODE value is 2 or 3
; - computes new transformations for objects whose CODE value is 1 or 2
; - draws objects whose CODE value is 1 or 2
; - flips the display to the other page
;============================================================================
.include "zp.inc"
.include "hardware.inc"
entry:
jsr reset
; CODE[0]=1 -> transform and draw
; CODE[1]=1 -> transform and draw
lda #1
sta CODE_arr
sta CODE_arr+1
; X[0]=127 Y[0]=96:X[1]=20:Y[1]=30 -> co-ord of center
; SCALE[0]=15:XROT[0]=2:YROT[0]=5:ZROT[0]=0
; SCALE[1]=15:XROT[1]=2:YROT[1]=5:ZROT[1]=0
jsr CRUNCH
jsr CRUNCH
; CODE[0]=2:CODE[1]=2 -> erase and draw new
lda #2
sta CODE_arr
sta CODE_arr+1
loop:
; ZROT[0]+=1: IF ZEROT[0]==28 THEN ZROT[0]=0
; YROT[1]=ZROT[0]
inc ZROT_arr
lda ZROT_arr
cmp #28
bne zrot_ok
lda #0
sta ZROT_arr
zrot_ok:
sta YROT_arr+1
jsr CRUNCH
jmp loop
;===========================================================
; Note that all tables are page-aligned for performance. *
;===========================================================
.include "shapes.s"
.include "math_constants.s"
.include "hgr_tables.s"
.include "scale_constants.s"
;====================================
; DrawLineList
;====================================
DrawLineList:
;
; Draw a list of lines using exclusive-or, which inverts the pixels. Drawing
; the same thing twice erases it.
;
; On entry:
; $45 - index of first line
; $46 - index of last line
; XCoord_0E/YCoord_0F or XCoord_10/YCoord_11 have transformed points in screen
; coordinates
;
; When the module is configured for OR-mode drawing, this code is replaced with
; a dedicated erase function. The erase code is nearly identical to the draw
; code, but saves a little time by simply zeroing out whole bytes instead of
; doing a read-modify-write.
;
; Draw code calls here. Since we're configured for XOR mode,
; this just jumps to the exclusive-or version.
DrawLineListEOR:
ldx FIRST_LINE ; 3 start with the first line in this object
DrawLoop:
lda LineStartPoint,X; 4+ get X0,Y0
tay ; 2
_0E_or_10_1:
lda XCoord0_0E,Y ; 4+ the instructions here are modified to load from
sta XSTART ; 3 the appropriate set of X/Y coordinate tables
_0F_or_11_1:
lda YCoord0_0F,Y ; 4+
sta YSTART ; 3
lda LineEndPoint,X ; 4+ get X1,Y1
tay ; 2
_0E_or_10_2:
lda XCoord0_0E,Y ; 4+
sta XEND ; 3
_0F_or_11_2:
lda YCoord0_0F,Y ; 4+
sta YEND ; 3
stx LINE_INDEX ; 3 save this off
; Prep the line draw code. We need to compute deltaX/deltaY, and set a register
; increment / decrement / no-op instruction depending on which way the line is
; going.
lda XSTART ; 3 compute delta X
sec ; 2
sbc XEND ; 3
bcs L1A2F ; 2+ left to right
eor #$ff ; 2 right to left; invert value
adc #$01 ; 2
ldy #OpINX ; 2
bne GotDeltaX ; 3
L1A2F:
beq IsVertical ; 2+ branch if deltaX=0
ldy #OpDEX ; 2
bne GotDeltaX ; 3
IsVertical:
ldy #OpNOP ; 2 fully vertical, use no-op
GotDeltaX:
sta DELTA_X ; 3
sty _InxDexNop1 ; 4
sty _InxDexNop2 ; 4
lda YSTART ; 3 compute delta Y
sec ; 2
sbc YEND ; 3
bcs L1A4E ; 2+ end < start, we're good
eor #$ff ; 2 invert value
adc #$01 ; 2
ldy #OpINY ; 2
bne GotDeltaY ; 3
L1A4E:
beq IsHorizontal ; 2+ branch if deltaY=0
ldy #OpDEY ; 2
bne GotDeltaY ; 3
IsHorizontal:
ldy #OpNOP ; 2 fully horizontal, use no-op
GotDeltaY:
sta DELTA_Y ; 3
sty _InyDeyNop1 ; 4
sty _InyDeyNop2 ; 4
ldx XSTART ; 3
ldy YSTART ; 3
lda #$00 ; 2
sta LINE_ADJ ; 3
lda DELTA_X ; 3
cmp DELTA_Y ; 3
bcs HorizDomLine ; 2+
; Line draw: vertically dominant (move vertically every step)
;
; On entry: X=xpos, Y=ypos
VertDomLine:
cpy YEND ; 3
beq LineDone ; 2+
_InyDeyNop1:
nop ; 2 self-mod INY/DEY/NOP
lda YTableLo,Y ; 4+ new line, update Y position
sta HPTR ; 3
lda YTableHi,Y ; 4+
ora HPAGE ; 3
sta HPTR+1 ; 3
lda LINE_ADJ ; 3 Bresenham update
clc ; 2
adc DELTA_X ; 3
cmp DELTA_Y ; 3
bcs NewColumn ; 2+
sta LINE_ADJ ; 3
bcc SameColumn ; 3
NewColumn:
sbc DELTA_Y ; 3
sta LINE_ADJ ; 3
_InxDexNop1:
nop ;2 self-mod INX/DEX/NOP
SameColumn:
sty YSAVE ; 3
ldy Div7Tab,X ; 4+ XOR-draw the point
lda (HPTR),Y ; 5+
eor HiResBitTab,X ; 4+
sta (HPTR),Y ; 6
ldy YSAVE ; 3
jmp VertDomLine ; 3
LineDone:
ldx LINE_INDEX ; 3
inx ; 2
cpx LAST_LINE ; 3 reached end?
beq DrawDone ; 2+
jmp DrawLoop ; 3
DrawDone:
rts ; 6
; Line draw: horizontally dominant (move horizontally every step)
;
; On entry: X=xpos, Y=ypos
HorizDomLine:
lda YTableLo,Y ; 4+ set up hi-res pointer
sta HPTR ; 3
lda YTableHi,Y ; 4+
ora HPAGE ; 3
sta HPTR+1 ; 3
HorzLoop:
cpx XEND ; 3 X at end?
beq LineDone ; 2+ yes, finish
_InxDexNop2:
nop ; 2
lda LINE_ADJ ; 3 Bresenham update
clc ; 2
adc DELTA_Y ; 3
cmp DELTA_X ; 3
bcs NewRow ; 2+
sta LINE_ADJ ; 3
bcc SameRow ; 3
NewRow:
sbc DELTA_X ; 3
sta LINE_ADJ ; 3
_InyDeyNop2:
nop ; 2
lda YTableLo,Y ; 4+ update Y position
sta HPTR ; 3
lda YTableHi,Y ; 4+
ora HPAGE ; 3
sta HPTR+1 ; 3
SameRow:
sty YSAVE ; 3
ldy Div7Tab,X ; 4+ XOR-draw the point
lda (HPTR),Y ; 5+
eor HiResBitTab,X ; 4+
sta (HPTR),Y ; 6
ldy YSAVE ; 3
jmp HorzLoop ; 3
; Current hi-res page.
;
; $00 = draw page 1, show page 2
; $FF = draw page 2, show page 1
CurPage: .byte $ff
;
; Switch to the other hi-res page.
;
SwapPage:
lda CurPage ; 4
eor #$ff ; 2 flip to other page
sta CurPage ; 4
beq DrawOnPage1 ; 3+
sta TXTPAGE1 ; 4 draw on page 2, show page 1
lda #$40 ; 2
ldx #>XCoord1_10 ; 2
ldy #>YCoord1_11 ; 2
bne L1C0F ; 3
DrawOnPage1:
sta TXTPAGE2 ; 4 draw on page 1, show page 2
lda #$20 ; 2
ldx #>XCoord0_0E ; 2
ldy #>YCoord0_0F ; 2
; Save the hi-res page, and modify the instructions that read from or write data
; to the transformed point arrays.
L1C0F:
sta HPAGE ; 3
stx _0E_or_10_1+2 ; 4
stx _0E_or_10_2+2 ; 4
stx _0E_or_10_3+2 ; 4
sty _0F_or_11_1+2 ; 4
sty _0F_or_11_2+2 ; 4
sty _0F_or_11_3+2 ; 4
rts ; 6
; Coordinate transformation function. Transforms all points in a single object.
;
; On entry:
; 1c = SCALE (00-0f)
; 1d = XC (00-ff)
; 1e = YC (00-bf)
; 1f = ZROT (00-1b)
; 3c = YROT (00-1b)
; 3d = XROT (00-1b)
; 45 = index of first point to transform
; 46 = index of last point to transform
;
; Rotation values greater than $1B, and scale factors greater than $0F, disable
; the calculation. This has the same effect as a rotation value of 0 or a scale
; of 15, but is more efficient, because this uses self-modifying code to skip
; the computation entirely.
;
CompTransform:
ldx FIRST_POINT ; 3 get first point index; this stays in X for a while
; Configure Z rotation.
ldy ZROT ; 3
cpy #$1c ; 2 valid rotation value?
bcc ConfigZrot ; 2+ yes, configure
lda #<DoYrot ; 2 no, modify code to skip Z-rot
sta _BeforeZrot+1 ; 4
bne NoZrot ; 3
ConfigZrot:
lda #<DoZrot ; 2
sta _BeforeZrot+1 ; 4
lda RotIndexLo_sin,Y ; 4+
sta _zrotLS1+1 ; 4
sta _zrotLS2+1 ; 4
lda RotIndexHi_sin,Y ; 4+
sta _zrotHS1+1 ; 4
sta _zrotHS2+1 ; 4
lda RotIndexLo_cos,Y ; 4+
sta _zrotLC1+1 ; 4
sta _zrotLC2+1 ; 4
lda RotIndexHi_cos,Y ; 4+
sta _zrotHC1+1 ; 4
sta _zrotHC2+1 ; 4
; Configure Y rotation.
NoZrot:
ldy YROT ; 3
cpy #$1c ; 2 valid rotation value?
bcc ConfigYrot ; 2+ yes, configure
lda #<DoXrot ; 2 no, modify code to skip Y-rot
sta _BeforeYrot+1 ; 4
bne NoYrot ; 3
ConfigYrot:
lda #<DoYrot ; 2
sta _BeforeYrot+1 ; 4
lda RotIndexLo_sin,Y ; 4+
sta _yrotLS1+1 ; 4
sta _yrotLS2+1 ; 4
lda RotIndexHi_sin,Y ; 4+
sta _yrotHS1+1 ; 4
sta _yrotHS2+1 ; 4
lda RotIndexLo_cos,Y ; 4+
sta _yrotLC1+1 ; 4
sta _yrotLC2+1 ; 4
lda RotIndexHi_cos,Y ; 4+
sta _yrotHC1+1 ; 4
sta _yrotHC2+1 ; 4
; Configure X rotation.
NoYrot:
ldy XROT ; 3
cpy #$1c ; 2 valid rotation value?
bcc ConfigXrot ; 2+ yes, configure
lda #<DoScale ; 2 no, modify code to skip X-rot
sta _BeforeXrot+1 ; 4
bne ConfigScale ; 3
ConfigXrot:
lda #<DoXrot ; 2
sta _BeforeXrot+1 ; 4
lda RotIndexLo_sin,Y ; 4+
sta _xrotLS1+1 ; 4
sta _xrotLS2+1 ; 4
lda RotIndexHi_sin,Y ; 4+
sta _xrotHS1+1 ; 4
sta _xrotHS2+1 ; 4
lda RotIndexLo_cos,Y ; 4+
sta _xrotLC1+1 ; 4
sta _xrotLC2+1 ; 4
lda RotIndexHi_cos,Y ; 4+
sta _xrotHC1+1 ; 4
sta _xrotHC2+1 ; 4
; Configure scaling.
ConfigScale:
ldy SCALE ; 3
cpy #$10 ; 2 valid SCALE value?
bcc SetScale ; 2+ yes, configure it
lda #<DoTranslate ; 2 no, skip it
sta _BeforeScale+1 ; 4
lda #>DoTranslate ; 2
sta _BeforeScale+2 ; 4
bne TransformLoop ; 4
SetScale:
lda #<DoScale ; 2
sta _BeforeScale+1 ; 4
lda #>DoScale ; 2
sta _BeforeScale+2 ; 4
lda ScaleIndexLo,Y ; 4+ $00, $10, $20, ... $F0
sta _scaleLX+1 ; 4
sta _scaleLY+1 ; 4
lda ScaleIndexHi,Y ; 4+ $00, $01, $02, ... $0F
sta _scaleHX+1 ; 4
sta _scaleHY+1 ; 4
;
; Now that we've got the code modified, perform the computation for all points
; in the object.
;
TransformLoop:
lda ShapeXCoords,X ; 4+
sta XC ; 3
lda ShapeYCoords,X ; 4+
sta YC ; 3
lda ShapeZCoords,X ; 4+
sta ZC ; 3
stx OUT_INDEX ; 3 save for later
_BeforeZrot:
jmp DoZrot ; 3
DoZrot:
lda XC ; 3 rotating about Z, so we need to update X/Y coords
and #$0f ; 2 split X/Y into nibbles
sta ROT_TMP ; 3
lda XC ; 3
and #$f0 ; 2
sta ROT_TMP+1 ; 3
lda YC ; 3
and #$0f ; 2
sta ROT_TMP+2 ; 3
lda YC ; 3
and #$f0 ; 2
sta ROT_TMP+3 ; 3
ldy ROT_TMP ; 3 transform X coord
ldx ROT_TMP+1 ; 3 XC = X * cos(theta) - Y * sin(theta)
_zrotLC1:
lda RotTabLo,Y ; 4+
clc ; 2
_zrotHC1:
adc RotTabHi,X ; 4+
ldy ROT_TMP+2 ; 3
ldx ROT_TMP+3 ; 3
sec ; 2
_zrotLS1:
sbc RotTabLo,Y ; 4+
sec ; 2
_zrotHS1:
sbc RotTabHi,X ; 4+
sta XC ; 3 save updated coord
_zrotLC2:
lda RotTabLo,Y ; 4+ transform Y coord
clc ; 2 YC = Y * cos(theta) + X * sin(theta)
_zrotHC2:
adc RotTabHi,X ; 4+
ldy ROT_TMP ; 3
ldx ROT_TMP+1 ; 3
clc ; 2
_zrotLS2:
adc RotTabLo,Y ; 4+
clc ; 2
_zrotHS2:
adc RotTabHi,X ; 4+
sta YC ; 3 save updated coord
_BeforeYrot:
jmp DoYrot ; 3
DoYrot:
lda XC ; 3 rotating about Y, so update X/Z
and #$0f ; 2
sta ROT_TMP ; 3
lda XC ; 3
and #$f0 ; 2
sta ROT_TMP+1 ; 3
lda ZC ; 3
and #$0f ; 2
sta ROT_TMP+2 ; 3
lda ZC ; 3
and #$f0 ; 2
sta ROT_TMP+3 ; 3
ldy ROT_TMP ; 3
ldx ROT_TMP+1 ; 3
_yrotLC1:
lda RotTabLo,Y ; 4+
clc ; 2
_yrotHC1:
adc RotTabHi,X ; 4+
ldy ROT_TMP+2 ; 3
ldx ROT_TMP+3 ; 3
sec ; 2
_yrotLS1:
sbc RotTabLo,Y ; 4+
sec ; 2
_yrotHS1:
sbc RotTabHi,X ; 4+
sta XC ; 3
_yrotLC2:
lda RotTabLo,Y ; 4+
clc ; 2
_yrotHC2:
adc RotTabHi,X ; 4+
ldy ROT_TMP ; 3
ldx ROT_TMP+1 ; 3
clc ; 2
_yrotLS2:
adc RotTabLo,Y ; 4+
clc ; 2
_yrotHS2:
adc RotTabHi,X ; 4+
sta ZC ; 3
_BeforeXrot:
jmp DoXrot ; 3
DoXrot:
lda ZC ; 3 rotating about X, so update Z/Y
and #$0f ; 2
sta ROT_TMP ; 3
lda ZC ; 3
and #$f0 ; 2
sta ROT_TMP+1 ; 3
lda YC ; 3
and #$0f ; 2
sta ROT_TMP+2 ; 3
lda YC ; 3
and #$f0 ; 2
sta ROT_TMP+3 ; 3
ldy ROT_TMP ; 3
ldx ROT_TMP+1 ; 3
_xrotLC1:
lda RotTabLo,Y ; 4+
clc ; 2
_xrotHC1:
adc RotTabHi,X ; 4+
ldy ROT_TMP+2 ; 3
ldx ROT_TMP+3 ; 3
sec ; 2
_xrotLS1:
sbc RotTabLo,Y ; 4+
sec ; 2
_xrotHS1:
sbc RotTabHi,X ; 4+
sta ZC ; 3
_xrotLC2:
lda RotTabLo,Y ; 4+
clc ; 2
_xrotHC2:
adc RotTabHi,X ; 4+
ldy ROT_TMP ; 3
ldx ROT_TMP+1 ; 3
clc ; 2
_xrotLS2:
adc RotTabLo,Y ; 4+
clc ; 2
_xrotHS2:
adc RotTabHi,X ; 4+
sta YC ; 3
_BeforeScale:
jmp DoScale ; 3
; Apply scaling. Traditionally this is applied before rotation.
DoScale:
lda XC ; 3 scale the X coordinate
and #$f0 ; 2
tax ; 2
lda XC ; 3
and #$0f ; 2
tay ; 2
_scaleLX:
lda ScaleTabLo,Y ; 4+
clc ; 2
_scaleHX:
adc ScaleTabHi,X ; 4+
sta XC ; 3
lda YC ; 3 scale the Y coordinate
and #$f0 ; 2
tax ; 2
lda YC ; 3
and #$0f ; 2
tay ; 2
_scaleLY:
lda ScaleTabLo,Y ; 4+
clc ; 2
_scaleHY:
adc ScaleTabHi,X ; 4+
sta YC ; 3
;
; Apply translation.
;
; This is the final step, so the result is written to the transformed-point
; arrays.
;
DoTranslate:
ldx OUT_INDEX ; 3
lda XC ; 3
clc ; 2
adc XPOSN ; 3 object center in screen coordinates
_0E_or_10_3:
sta XCoord0_0E,X ; 5
lda YPOSN ; 3
sec ; 2
sbc YC ; 3
_0F_or_11_3:
sta YCoord0_0F,X ; 5
inx ; 2
cpx LAST_POINT ; 3 done?
beq TransformDone ; 2+ yes, bail
jmp TransformLoop ; 3
TransformDone:
rts ; 6
SavedShapeIndex:
.byte $ad ;holds shape index while we work
;*******************************************************************************
; CRUNCH/CRNCH% entry point *
; *
; For each object, do what CODE%(n) tells us to: *
; *
; 0 - do nothing *
; 1 - transform and draw *
; 2 - erase, transform, draw *
; 3 - erase *
;*******************************************************************************
CRUNCH:
;==============================
; First pass: erase old shapes
;==============================
ldx #NumObjects ; 2 number of defined objects
ShapeLoop:
dex ; 2
bmi Transform ; 2+ done
_codeAR1:
lda CODE_arr,X ; 4+
cmp #$02 ; 2 2 or 3?
bcc ShapeLoop ; 2+ no, move on
stx SavedShapeIndex ; 4
lda FirstLineIndex,X; 4+
sta FIRST_LINE ; 3
lda LastLineIndex,X ; 4+
sta LAST_LINE ; 3
cmp FIRST_LINE ; 3 is number of lines <= 0?
bcc NoLines1 ; 2+
beq NoLines1 ; 2+ yes, skip draw
jsr DrawLineListEOR ; 6 erase with EOR version, regardless of config
NoLines1:
ldx SavedShapeIndex ; 4
jmp ShapeLoop ; 3 ...always
;===============================
; Second pass: transform shapes
;===============================
Transform:
ldx #NumObjects ; 2
TransLoop:
dex ; 2
bmi DrawNew ; 2+
_codeAR2:
lda CODE_arr,X ; 4+
beq TransLoop ; 2+ is it zero or three?
cmp #$03 ; 2
beq TransLoop ; 2+ yes, we only draw on 1 or 2
; Extract the scale, X/Y, and rotation values out of the arrays and copy them to
; zero-page locations.
_scaleAR:
lda SCALE_arr,X ; 4+
sta SCALE ; 3
_xAR:
lda X_arr,X ; 4+
sta XPOSN ; 3
_yAR:
lda Y_arr,X ; 4+
sta YPOSN ; 3
_zrotAR:
lda ZROT_arr,X ; 4+
sta ZROT ; 3
_yrotAR:
lda YROT_arr,X ; 4+
sta YROT ; 3
_xrotAR:
lda XROT_arr,X ; 4+
sta XROT ; 3
stx SavedShapeIndex ; 4 save this off
lda FirstPointIndex,X; 4+
sta FIRST_LINE ; 3 (actually first_point)
lda LastPointIndex,X; 4+
sta LAST_LINE ; 3
cmp FIRST_LINE ; 3 is number of points <= 0?
bcc NoPoints ; 2+
beq NoPoints ; 2+ yes, skip transform
jsr CompTransform ; 6 transform all points
NoPoints:
ldx SavedShapeIndex ; 4
lda XC ; 3
clc ; 2
adc XPOSN ; 3
_sxAR:
sta SX_arr,X ; 5
lda YPOSN ; 3
sec ; 2
sbc YC ; 3
_syAR:
sta SY_arr,X ; 5
jmp TransLoop ; 3
;=============================
; Third pass: draw shapes
;=============================
DrawNew:
ldx #NumObjects ; 2
L1ECE:
dex ; 2
bmi L1EF9 ; 2+
_codeAR3:
lda CODE_arr,X ; 4+ is it 0 or 3?
beq L1ECE ; 2+
cmp #$03 ; 2
beq L1ECE ; 2+ yup, no draw
stx SavedShapeIndex ; 4 save index
lda FirstLineIndex,X; 4+ draw all the lines in the shape
sta FIRST_LINE ; 3
lda LastLineIndex,X ; 4+
sta LAST_LINE ; 3
cmp FIRST_LINE ; 3 is number of lines <= 0?
bcc NoLines2 ; 2+
beq NoLines2 ; 2+ yes, skip draw
jsr DrawLineList ; 6 draw all lines
NoLines2:
ldx SavedShapeIndex ; 4
bpl L1ECE ; 3 ...always
L1EF9:
jmp SwapPage ; 3
;===============================================
;===============================================
; RESET entry point
;
; + Zeroes out the CODE array
; + erases both hi-res screens
; + enables display of the primary hi-res page
;===============================================
;===============================================
reset:
; lda #$0
; ldy #$F
;zero_code_loop:
; sta CODE_arr,y ; 5 zero out CODE
; dey ; 2
; bpl zero_code_loop ; 3+
jsr CLEAR ; 6
jsr SwapPage ; 6
jsr SwapPage ; 6
rts ; 6
;*******************************************************************************
; CLEAR/CLR% entry point *
; *
; Clears both hi-res pages. *
;*******************************************************************************
; Clear variables
CLEAR:
lda #$20 ; 2 hi-res page 1
sta PTR1+1 ; 3
lda #$40 ; 2 hi-res page 2
sta PTR2+1 ; 3
ldy #$00 ; 2
sty PTR1 ; 3
sty PTR2 ; 3
L1F1D:
tya ; 2
L1F1E:
sta (PTR1),Y ; 6 erase both pages
sta (PTR2),Y ; 6
iny ; 2
bne L1F1E ; 2+
inc PTR1+1 ; 5
inc PTR2+1 ; 5
lda PTR1+1 ; 3 (could hold counter in X-reg)
and #$3f ; 2
bne L1F1D ; 2+
;==============================
; HIRES entry point
;
; Displays primary hi-res page.
;===============================
hi_res:
sta HIRES ; 4
sta MIXCLR ; 4
sta TXTCLR ; 4
rts ; 6
; size these as appropriate
; we are assuming only 2 shapes here, can be up to 16
CODE_arr:
.byte $00,$00
X_arr:
.byte 127,20
Y_arr:
.byte 96,30
XROT_arr:
.byte 2,2
YROT_arr:
.byte 5,5
ZROT_arr:
.byte 0,0
SCALE_arr:
.byte 15,15
SX_arr:
.byte $00,$00
SY_arr:
.byte $00,$00
; layout:
;
; These four buffers hold transformed points in screen coordinates. The points
; are in the same order as they are in the mesh definition.
;
; One pair of tables holds the X/Y screen coordinates from the previous frame,
; the other pair of tables holds the coordinates being transformed for the
; current frame. We need two sets because we're display set 0 while generating
; set 1, and after we flip we need to use set 0 again to erase the display.
;
; ----------
;
; Computed X coordinate, set 0.
XCoord0_0E = $6000
; Computed Y coordinate, set 0.
YCoord0_0F = $6100
; Computed X coordinate, set 1.
XCoord1_10 = $6200
; Computed Y coordinate, set 1.
YCoord1_11 = $6300

View File

@ -0,0 +1,63 @@
; defines
OpDEY = $88 ; DEY opcode
OpINY = $c8 ; INY opcode
OpDEX = $ca ; DEX opcode
OpINX = $e8 ; INX opcode
OpNOP = $ea ; NOP opcode
; zero page addresses
YSAVE = $00
HPTR = $06
HPAGE = $18 ; hi-res page ($20 or $40) ; FIXME
PTR1 = $1a
PTR2 = $1c
XSTART = $1c
YSTART = $1d
XEND = $1e
YEND = $1f
MON_WNDLEFT = $20 ; left column of scroll window
MON_WNDWDTH = $21 ; width of scroll window
MON_WNDTOP = $22 ; top of scroll window
MON_WNDBTM = $23 ; bottom of scroll window
MON_CH = $24 ; cursor horizontal displacement
MON_CV = $25 ; cursor vertical displacement
MON_CSWL = $36 ; character output hook (lo)
MON_CSWH = $37 ; character output hook (hi)
DELTA_X = $3c
DELTA_Y = $3d
LINE_ADJ = $3e
LINE_INDEX = $43
FIRST_LINE = $45 ; FIXME: what if interrupt?
LAST_LINE = $46
BAS_ARYTAB = $6b ; pointer to start of Applesoft array space (2b)
; Clear variables
XC = $19 ; transformed X coordinate
YC = $1a ; transformed Y coordinate
ZC = $1b ; transformed Z coordinate
SCALE = $1c ; $00-0F, where $0F is full size
XPOSN = $1d ; X coordinate (0-255)
YPOSN = $1e ; Y coordinate (0-191)
ZROT = $1f ; Z rotation ($00-1B)
YROT = $3c ; Y rotation ($00-1B)
XROT = $3d ; X rotation ($00-1B)
ROT_TMP = $3f ; 4 bytes long
OUT_INDEX = $43
FIRST_POINT = $45
LAST_POINT = $46

View File

@ -5,3 +5,5 @@ TXTPAGE1 = $c054 ; RW display page 1
TXTPAGE2 = $c055 ; RW display page 2 (or read/write aux mem)
HIRES = $c057 ; RW display hi-res graphics
HPOSN = $F411

View File

@ -64,6 +64,7 @@
entry:
jsr reset
jsr make_tables
; CODE[0]=1 -> transform and draw
; CODE[1]=1 -> transform and draw
@ -111,11 +112,73 @@ zrot_ok:
.include "math_constants.s"
.include "hgr_tables.s"
.include "scale_constants.s"
make_tables:
; Make hires row lookup table using HPOSN
; From the Applesoft ROM
ldx #0
hgr_table_loop:
ldy #0
txa
jsr HPOSN ; (Y,X),(A) (values stores in HGRX,XH,Y)
ldx HGR_X
lda GBASL
sta YTableLo,X
lda GBASH
sta YTableHi,X
inx
cpx #192
bne hgr_table_loop
;=====================
; Make Div7 table
lda #0
tax
tay
div7_table_loop:
sta Div7Tab,X
iny
cpy #7
bne not_7
ldy #0
clc
adc #1
not_7:
inx
bne div7_table_loop
;
; Hi-res bit table. Converts the X coordinate (0-255) into a bit position
; within a byte. (Essentially 2 to the power of the remainder of the coordinate
; divided by 7.)
;
lda #1
ldx #0
ldy #0
bittab_table_loop:
sta HiResBitTab,X
asl
iny
cpy #7
bne again_not_7
ldy #0
lda #1
again_not_7:
inx
bne bittab_table_loop
rts
;====================================
; DrawLineList
;====================================
@ -920,3 +983,9 @@ XCoord1_10 = $6200
; Computed Y coordinate, set 1.
YCoord1_11 = $6300
; hgr lookup
YTableLo = $6400
YTableHi = $6500
Div7Tab = $6600
HiResBitTab = $6700

View File

@ -24,6 +24,8 @@ MON_WNDTOP = $22 ; top of scroll window
MON_WNDBTM = $23 ; bottom of scroll window
MON_CH = $24 ; cursor horizontal displacement
MON_CV = $25 ; cursor vertical displacement
GBASL = $26
GBASH = $27
MON_CSWL = $36 ; character output hook (lo)
MON_CSWH = $37 ; character output hook (hi)
@ -38,6 +40,7 @@ LAST_LINE = $46
BAS_ARYTAB = $6b ; pointer to start of Applesoft array space (2b)
HGR_X = $E0
; Clear variables