dos33fsprogs/games/sb/hgr_sprite_mask.s

107 lines
1.7 KiB
ArmAsm

;===========================================
; hgr draw sprite mask and save (only at 7-bit boundaries)
;===========================================
; SPRITE in INL/INH
; Location at SPRITE_X SPRITE_Y
; xsize, ysize in first two bytes
; sprite AT INL/INH
; save at OUTL/OUTH
hgr_draw_sprite_mask_and_save:
ldy #0
lda (INL),Y ; load xsize
sta (OUTL),Y
clc
adc SPRITE_X
sta sms_sprite_width_end_smc+1 ; self modify for end of line
iny ; load ysize
lda (INL),Y
sta (OUTL),Y
sta sms_sprite_ysize_smc+1 ; self modify
; point smc to sprite
lda INL ; 16-bit add
sta sms_sprite_smc1+1
lda INH
sta sms_sprite_smc1+2
; point smc to sprite
lda OUTL ; 16-bit add
sta backup_sprite_smc1+1
lda OUTH
sta backup_sprite_smc1+2
lda MASKL
sta sms_mask_smc1+1
lda MASKH
sta sms_mask_smc1+2
ldx #0 ; X is pointer offset
stx CURRENT_ROW ; actual row
ldx #2
hgr_sms_sprite_yloop:
lda CURRENT_ROW ; row
clc
adc SPRITE_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
;hgr_sprite_page_smc:
; eor #$00
clc
adc DRAW_PAGE
sta GBASH
ldy SPRITE_X
sms_sprite_inner_loop:
lda (GBASL),Y ; load bg
backup_sprite_smc1:
sta $f000,X
sms_sprite_smc1:
eor $f000,X ; load sprite data
sms_mask_smc1:
and $f000,X
eor (GBASL),Y
sta (GBASL),Y ; store to screen
inx ; increment sprite offset
iny ; increment output position
sms_sprite_width_end_smc:
cpy #6 ; see if reached end of row
bne sms_sprite_inner_loop ; if not, loop
inc CURRENT_ROW ; row
lda CURRENT_ROW ; row
sms_sprite_ysize_smc:
cmp #31 ; see if at end
bne hgr_sms_sprite_yloop ; if not, loop
rts
backup_sprite1 = $1800
backup_sprite2 = $1900