ootw: add cropping sprite support

horrible code but seems to work now

also room limits are +128 now because I am not smart enough
to figure out signed compare on 6502
This commit is contained in:
Vince Weaver 2019-03-23 01:25:13 -04:00
parent b94cd39e8c
commit a941e5a3df
10 changed files with 241 additions and 27 deletions

View File

@ -22,7 +22,8 @@ OOTW: ootw.o
ld65 -o OOTW ootw.o -C ../linker_scripts/apple2_1700.inc
ootw.o: ootw.s \
gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s gr_putsprite.s \
gr_copy.s gr_fast_clear.s gr_pageflip.s gr_unrle.s \
gr_putsprite.s gr_putsprite_flipped.s gr_putsprite_crop.s \
gr_make_quake.s gr_overlay.s zp.inc \
keyboard.s sluggy.s \
ootw_rope.s earthquake.s ootw_mesa.s \

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@ -16,6 +16,9 @@ put_sprite_crop:
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
clc
adc XPOS
sta XMAX
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
@ -38,6 +41,7 @@ put_sprite_crop_loop:
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
clc ; never wraps, handle negative
lda gr_offsets+1,Y ; look up high byte ; 4
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
@ -45,7 +49,7 @@ put_sprite_crop_loop:
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
ldx XPOS ; load xposition into x ; 3
;===========
; 34
crop_put_sprite_pixel:
@ -54,6 +58,11 @@ crop_put_sprite_pixel:
sty TEMP ; save sprite pointer ; 3
cpx #0 ; if off-screen left, skip draw
bmi skip_drawing
cpx #40
bcs skip_drawing ; if off-screen right, skip draw
ldy #$0 ; 2
; check if completely transparent
@ -117,11 +126,13 @@ crop_put_sprite_all:
; 9
crop_put_sprite_done_draw:
skip_drawing:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
inx ; increment x counter ; 2
cpx XMAX
bne crop_put_sprite_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
@ -154,3 +165,180 @@ crop_sprite_done:
;
;
;=============================================
; put_sprite_flipped_crop
;=============================================
; 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 ($0) in a sprite
put_sprite_flipped_crop:
ldy #0 ; byte 0 is xsize ; 2
lda (INL),Y ; 5
sta CH ; xsize is in CH ; 3
iny ; 2
lda (INL),Y ; byte 1 is ysize ; 5
sta CV ; ysize is in CV ; 3
dey ; make Y zero again ; 2
lda INH ; ???
sta ppfc_smc+2
clc
lda INL
adc #1 ; add one (not two) because X counts
; from CH to 1 (not CH-1 to 0)
sta ppfc_smc+1
bcc psfc16
inc ppfc_smc+2
psfc16:
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_spritefc_loop:
; sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
bmi fcrop_increment_y ; if < 0, skip to next
cpy #48 ; bge if >= 48, done sprite
bcs fcrop_sprite_done
lda gr_offsets,Y ; lookup low-res memory address ; 4
clc ; 2
adc XPOS ; add in xpos ; 3
sta OUTL ; store out low byte of addy ; 3
lda gr_offsets+1,Y ; look up high byte ; 4
clc
adc DRAW_PAGE ; ; 3
sta OUTH ; and store it out ; 3
; ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx CH ; load xsize into x ; 3
;===========
; 34
put_spritefc_pixel:
sec
txa ; want (CH-X)+XPOS
eor #$ff
adc CH
adc XPOS
bmi cskip_drawing
cmp #41
bcs cskip_drawing ; if off-screen right, skip draw
ppfc_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_spritefc_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_spritefc_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_spritefc_mask ; always? ; 3
;=============
; 8
put_spritefc_bottom:
lda COLOR ; re-load color ; 3
and #$0f ; check if bottom nibble zero ; 2
cmp #$0a
bne put_spritefc_all ; if not, skip ahead ; 2nt/3
;=============
; 7/8
lda COLOR
and #$f0
sta COLOR
lda #$0f ; 2
sta MASK ; setup mask ; 3
;===========
; 5
put_spritefc_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_spritefc_done_draw ; we are done ; 3
;===========
; 20
put_spritefc_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
put_spritefc_done_draw:
cskip_drawing:
; ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
dex ; decrement x counter ; 2
bne put_spritefc_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
fcrop_increment_y:
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
lda CH
clc
adc ppfc_smc+1
sta ppfc_smc+1
bcc psfco
inc ppfc_smc+2
psfco:
dec CV ; decemenet total y count ; 5
beq fcrop_sprite_done ; loop if not done ; 2nt/3
jmp put_spritefc_loop
;==============
; 17/18
fcrop_sprite_done:
rts ; return ; 6

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@ -79,6 +79,7 @@ end_message:
.include "gr_copy.s"
.include "gr_putsprite.s"
.include "gr_putsprite_flipped.s"
.include "gr_putsprite_crop.s"
.include "gr_offsets.s"
.include "gr_run_sequence.s"
.include "gr_overlay.s"

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@ -31,9 +31,9 @@ ootw_jail:
bne jail1
jail0:
lda #20
lda #(20+128)
sta LEFT_LIMIT
lda #37
lda #(39+128)
sta RIGHT_LIMIT
; set right exit
@ -56,9 +56,9 @@ jail0:
jmp jail_setup_done
jail1:
lda #0
lda #(-4+128)
sta LEFT_LIMIT
lda #37
lda #(39+128)
sta RIGHT_LIMIT
jail_setup_done:

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@ -19,9 +19,9 @@ ootw_cavern:
;======================
; setup room boundaries
lda #0
lda #(0+128)
sta LEFT_LIMIT
lda #37
lda #(37+128)
sta RIGHT_LIMIT
;=============================

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@ -23,16 +23,16 @@ ootw_mesa:
lda BEAST_OUT ; if beast out, we can go full right
beq beast_not_out_yet
lda #37 ; beast trigger
lda #(128+39) ; aliens trigger
sta RIGHT_LIMIT
jmp mesa_left
beast_not_out_yet:
lda #20 ; beast trigger
lda #(128+20) ; beast trigger
sta RIGHT_LIMIT
mesa_left:
lda #0
lda #(128-3)
sta LEFT_LIMIT
;=============================
@ -226,7 +226,7 @@ trigger_beast:
lda #0
sta GAME_OVER
lda #37 ; update right side of screen
lda #(39+128) ; update right side of screen
sta RIGHT_LIMIT ; this is mostly for testing
jsr beast_cutscene

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@ -25,9 +25,9 @@ ootw_pool:
;===========================
; Setup right/left exit paramaters
lda #37
lda #(40+128)
sta RIGHT_LIMIT
lda #0
lda #(-5+128)
sta LEFT_LIMIT
;=============================

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@ -19,9 +19,9 @@ ootw_rope:
;=================================
; Setup right/left exit paramaters
lda #37
lda #(39+128)
sta RIGHT_LIMIT
lda #11
lda #(11+128)
sta LEFT_LIMIT
lda #0

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@ -293,7 +293,7 @@ facing_left:
jmp put_sprite_crop
facing_right:
jmp put_sprite_flipped
jmp put_sprite_flipped_crop
@ -303,32 +303,56 @@ facing_right:
check_screen_limit:
clc
lda PHYSICIST_X
adc #$80
cmp LEFT_LIMIT
bpl just_fine_left ; (bge==bcs)
bcs just_fine_left ; (bge==bcs)
too_far_left:
; inc PHYSICIST_X
lda #1
sta GAME_OVER
rts
just_fine_left:
; Check right edige of screen
; Check right edge of screen
lda PHYSICIST_X
; lda PHYSICIST_X
cmp RIGHT_LIMIT
bcc just_fine_right ; blt
too_far_right:
; dec PHYSICIST_X
lda #2
sta GAME_OVER
just_fine_right:
rts
; LIMIT VALUE FLAGS
; 0 10 -----
; 0 0 Z----
; 0 FF
; 1 -> 129
; 0 -> 128
; -1 -> 127 FF + 80 = 7f
; XPOS XSIZE XMAX
; -5 8 3
; -4 4
; -3 5
; -2 6
; -1 7
; 0 8
; 1 9
; 2
; 3
; 4
; 5

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@ -30,7 +30,7 @@ COLOR = $30
SEEDL = $4e
SEEDH = $4f
XMAX = $50
;INVFLG = $32
; dos33 zero page = 26-2f, 35-38, 3e 3f 40-4d