dos33fsprogs/games/peasant/hgr_2x14_sprite_mask.s

191 lines
2.3 KiB
ArmAsm

;===============================
; hgr 14x14 draw sprite with mask
;===============================
; SPRITE in INL/INH
; Location at CURSOR_X CURSOR_Y
; sprite AT INL/INH
; mask at INL/INH + 28
hgr_draw_sprite_14x14:
; set up sprite pointers
lda INL
sta h1414_smc1+1
sta h1414_smc2+1
lda INH
sta h1414_smc1+2
sta h1414_smc2+2
; clc
; lda INL
; adc #1
; sta h1414_smc2+1
; lda INH
; adc #0
; sta h1414_smc2+2
; set up mask pointers
clc
lda INL
adc #28
sta h1414_smc3+1
sta h1414_smc4+1
lda INH
adc #0
sta h1414_smc3+2
sta h1414_smc4+2
; clc
; lda INL
; adc #29
; sta h1414_smc4+1
; lda INH
; adc #0
; sta h1414_smc4+2
ldx #0 ; X is pointer offset
stx MASK ; actually counter
hgr_14x14_sprite_yloop:
lda MASK
clc
adc CURSOR_Y ; add in cursor_y
; calc GBASL/GBASH
tay ; get output ROW into GBASL/H
lda hposn_low,Y
sta GBASL
lda hposn_high,Y
sta GBASH
ldy CURSOR_X
lda (GBASL),Y ; load background
h1414_smc3:
and $d000,X ; mask with sprite mask
h1414_smc1:
ora $d000,X ; or in sprite
sta (GBASL),Y ; store out
inx
iny
lda (GBASL),Y ; load background
h1414_smc4:
and $d000,X ; mask with sprite mask
h1414_smc2:
ora $d000,X ; or in sprite
sta (GBASL),Y ; store out
inx
inc MASK
lda MASK
h1414_smc_len:
cmp #14
bne hgr_14x14_sprite_yloop
rts
;======================
; save bg 14x14
;======================
save_bg_14x14:
ldx #0
save_yloop:
txa
pha
lsr
clc
adc CURSOR_Y
; calc GBASL/GBASH
tax
lda hposn_low,X
sta GBASL
lda hposn_high,X
sta GBASH
pla
tax
ldy CURSOR_X
lda (GBASL),Y
sta save_sprite_14x14,X
iny
inx
lda (GBASL),Y
sta save_sprite_14x14,X
inx
cpx #28
bne save_yloop
rts
;======================
; restore bg 14x14
;======================
restore_bg_14x14:
ldx #0
restore_yloop:
txa ; current row
lsr
clc
adc CURSOR_Y ; add in y start point
; calc GBASL/GBASH using lookup table
tay
lda hposn_low,Y
sta GBASL
lda hposn_high,Y
sta GBASH
ldy CURSOR_X
lda save_sprite_14x14,X
sta (GBASL),Y
inx
iny
lda save_sprite_14x14,X
sta (GBASL),Y
inx
cpx #28
bne restore_yloop
rts
;====================
; save area
;====================
save_sprite_14x14:
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte $00,$00,$00,$00,$00,$00,$00,$00