dos33fsprogs/games/mist/gr_putsprite_raw.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

113 lines
2.3 KiB
ArmAsm

;=============================================
; put_sprite_raw
;=============================================
; Sprite to display in INH,INL
; Location is XPOS,YPOS
; Note, only works if YPOS is multiple of two
; no transparency, no cropping
; FIXME: force YPOS to be even?
put_sprite_raw:
ldy #0 ; byte 0 is xsize ; 2
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
iny ; 2
lda YPOS ; make a copy of ypos ; 3
sta TEMPY ; as we modify it ; 3
;===========
; 28
put_sprite_raw_loop:
sty TEMP ; save sprite pointer ; 3
ldy TEMPY ; 3
bpl put_sprite_raw_pos ; if < 0, skip to next
clc ; skip line in sprite too
lda TEMP
adc CH
tay
bne raw_increment_y
put_sprite_raw_pos:
psr_smc1:
cpy #48 ; bge if >= 48, done sprite
bcs raw_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
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
ldy TEMP ; restore sprite pointer ; 3
; OUTH:OUTL now points at right place
ldx XPOS ; load xposition into x ; 3
;===========
; 34
raw_put_sprite_pixel:
lda (INL),Y ; get sprite colors ; 5
iny ; increment sprite pointer ; 2
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
sta COLOR ; save color for later ; 3
; check if top pixel transparent
raw_put_sprite_all:
lda COLOR ; load color ; 3
sta (OUTL),Y ; and write it out ; 6
;============
; 9
raw_put_sprite_done_draw:
skip_drawing:
ldy TEMP ; restore sprite pointer ; 3
inc OUTL ; increment output pointer ; 5
inx ; increment x counter ; 2
cpx XMAX
bne raw_put_sprite_pixel ; if not done, keep looping ; 2nt/3
;==============
; 12/13
raw_increment_y:
inc TEMPY ; each line has two y vars ; 5
inc TEMPY ; 5
dec CV ; decemenet total y count ; 5
bne put_sprite_raw_loop ; loop if not done ; 2nt/3
;==============
; 17/18
raw_sprite_done:
rts ; return ; 6