prog8/compiler/res/prog8lib/cx16/sprites.p8

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; Simple routines to control sprites.
; They're not written for high performance, but for simplicity.
; That's why they control 1 sprite at a time. The exception is pos_batch().
; which is quite efficient to update sprite positions of multiple sprites in one go.
; note: sprites z-order will be in front of all layers.
; note: collision mask is not supported here yet.
; note: "palette offset" is counted as 0-15 (vera multiplies the offset by 16 to get at the actual color index)
sprites {
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%option ignore_unused
const ubyte SIZE_8 = 0
const ubyte SIZE_16 = 1
const ubyte SIZE_32 = 2
const ubyte SIZE_64 = 3
const ubyte COLORS_16 = 0
const ubyte COLORS_256 = 128
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const uword VERA_SPRITEREGS = $fc00 ; $1fc00
uword @zp sprite_reg
sub init(ubyte spritenum,
ubyte databank, uword dataaddr,
ubyte width_flag, ubyte height_flag,
ubyte colors_flag, ubyte palette_offset) {
pos(spritenum, -64, -64) ; move sprite off-screen initially
cx16.VERA_DC_VIDEO |= %01000000 ; enable sprites globally
dataaddr >>= 5
dataaddr |= (databank as uword)<<11
sprite_reg = VERA_SPRITEREGS + spritenum*$0008
cx16.vpoke(1, sprite_reg, lsb(dataaddr)) ; address 12:5
cx16.vpoke(1, sprite_reg+1, colors_flag | msb(dataaddr)) ; 4 bpp + address 16:13
cx16.vpoke(1, sprite_reg+6, %00001100) ; z depth %11 = in front of both layers, no flips
cx16.vpoke(1, sprite_reg+7, height_flag<<6 | width_flag<<4 | palette_offset&15) ; 64x64 pixels, palette offset
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}
sub reset(ubyte spritenum_start, ubyte count) {
; resets all sprite attributes for the given sprite range
; this removes these sprites from the screen completely
; (without disabling sprites globally so the mouse cursor remains visible)
if spritenum_start > 127
return
if count + spritenum_start > 128
return
cx16.VERA_CTRL = $00
cx16.VERA_ADDR_H = $11
cx16.VERA_ADDR = VERA_SPRITEREGS + spritenum_start * $0008
repeat count {
unroll 8 cx16.VERA_DATA0 = $00
}
}
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sub data(ubyte spritenum, ubyte bank, uword addr) {
addr >>= 5
addr |= (bank as uword)<<11
sprite_reg = VERA_SPRITEREGS + spritenum*$0008
cx16.vpoke(1, sprite_reg, lsb(addr)) ; address 12:5
cx16.vpoke_mask(1, sprite_reg+1, %11110000, msb(addr)) ; address 16:13
}
inline asmsub get_data_ptr(ubyte spritenum @A) -> ubyte @R1, uword @R0 {
; -- returns the VRAM address where the sprite's bitmap data is stored
; R1 (byte) = the vera bank (0 or 1), R0 (word) = the address.
%asm {{
jsr p8b_sprites.p8s_get_data_ptr_internal
}}
}
sub get_data_ptr_internal(ubyte spritenum) {
sprite_reg = VERA_SPRITEREGS + spritenum*$0008
cx16.r0L = cx16.vpeek(1, sprite_reg)
cx16.r0H = cx16.vpeek(1, sprite_reg+1)
cx16.r1L = cx16.r0H & %00001000 !=0 as ubyte ; bank
cx16.r0 <<= 5 ; address
}
sub pos(ubyte spritenum, word xpos, word ypos) {
sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
cx16.vpoke(1, sprite_reg, lsb(xpos))
cx16.vpoke(1, sprite_reg+1, msb(xpos))
cx16.vpoke(1, sprite_reg+2, lsb(ypos))
cx16.vpoke(1, sprite_reg+3, msb(ypos))
}
sub pos_batch(ubyte first_spritenum, ubyte num_sprites, uword xpositions_ptr, uword ypositions_ptr) {
; -- note: the x and y positions word arrays must be regular arrays, they cannot be @split arrays!
sprite_reg = VERA_SPRITEREGS + 2 + first_spritenum*$0008
cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
repeat num_sprites {
cx16.VERA_DATA0 = @(xpositions_ptr)
xpositions_ptr ++
cx16.VERA_DATA1 = @(xpositions_ptr)
xpositions_ptr ++
}
sprite_reg += 2
cx16.vaddr_autoincr(1, sprite_reg, 0, 8)
cx16.vaddr_autoincr(1, sprite_reg+1, 1, 8)
repeat num_sprites {
cx16.VERA_DATA0 = @(ypositions_ptr)
ypositions_ptr ++
cx16.VERA_DATA1 = @(ypositions_ptr)
ypositions_ptr ++
}
}
sub setx(ubyte spritenum, word xpos) {
sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
cx16.vpoke(1, sprite_reg, lsb(xpos))
cx16.vpoke(1, sprite_reg+1, msb(xpos))
}
sub sety(ubyte spritenum, word ypos) {
sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
cx16.vpoke(1, sprite_reg, lsb(ypos))
cx16.vpoke(1, sprite_reg+1, msb(ypos))
}
sub move(ubyte spritenum, word dx, word dy) {
; move a sprite based on its current position
sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dx
cx16.r2s = mkword(cx16.vpeek(1, sprite_reg+3), cx16.vpeek(1, sprite_reg+2)) as word + dy
cx16.vpoke(1, sprite_reg, cx16.r1L)
cx16.vpoke(1, sprite_reg+1, cx16.r1H)
cx16.vpoke(1, sprite_reg+2, cx16.r2L)
cx16.vpoke(1, sprite_reg+3, cx16.r2H)
}
sub movex(ubyte spritenum, word dx) {
; move a sprite horizontally based on its current position
sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dx
cx16.vpoke(1, sprite_reg, cx16.r1L)
cx16.vpoke(1, sprite_reg+1, cx16.r1H)
}
sub movey(ubyte spritenum, word dy) {
; move a sprite vertically based on its current position
sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
cx16.r1s = mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word + dy
cx16.vpoke(1, sprite_reg, cx16.r1L)
cx16.vpoke(1, sprite_reg+1, cx16.r1H)
}
sub getx(ubyte spritenum) -> word {
sprite_reg = VERA_SPRITEREGS + 2 + spritenum*$0008
return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
}
sub gety(ubyte spritenum) -> word {
sprite_reg = VERA_SPRITEREGS + 4 + spritenum*$0008
return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
}
sub hide(ubyte spritenum) {
cx16.vpoke_and(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11110011)
}
sub show(ubyte spritenum) {
cx16.vpoke_or(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %00001100)
}
sub zdepth(ubyte spritenum, ubyte depth) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11110011, depth<<2)
}
sub flipx(ubyte spritenum, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111110, flipped as ubyte)
}
sub flipy(ubyte spritenum, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111101, (flipped as ubyte)<<1)
}
sub set_palette_offset(ubyte spritenum, ubyte offset) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 7 + spritenum*$0008, %11110000, offset&15)
}
sub set_mousepointer_hand() {
; the array below is the compressed form of this sprite image:
; 00, 16, 16, 00, 00, 00, 00, 00, 16, 16, 16, 00, 00, 00, 00, 00,
; 16, 01, 01, 16, 00, 00, 16, 16, 15, 01, 01, 16, 00, 00, 00, 00,
; 16, 01, 01, 01, 16, 16, 15, 01, 16, 15, 01, 01, 16, 00, 00, 00,
; 16, 15, 01, 01, 01, 01, 16, 15, 01, 01, 01, 01, 16, 00, 00, 00,
; 00, 16, 15, 01, 01, 01, 01, 01, 01, 01, 11, 01, 01, 16, 00, 00,
; 00, 00, 16, 15, 01, 01, 01, 01, 11, 01, 01, 11, 01, 16, 00, 00,
; 00, 00, 16, 16, 15, 01, 01, 01, 01, 11, 01, 01, 01, 16, 00, 00,
; 00, 00, 16, 12, 12, 15, 01, 01, 01, 01, 01, 01, 01, 16, 16, 00,
; 00, 00, 16, 12, 15, 15, 01, 01, 01, 01, 01, 01, 16, 01, 01, 16,
; 00, 00, 00, 16, 15, 15, 01, 01, 01, 01, 01, 01, 01, 01, 01, 16,
; 00, 00, 00, 00, 16, 15, 15, 15, 15, 15, 16, 01, 01, 15, 16, 00,
; 00, 00, 00, 00, 00, 16, 16, 16, 16, 16, 15, 01, 15, 16, 00, 00,
; 00, 00, 00, 00, 00, 00, 00, 00, 16, 12, 15, 15, 16, 00, 00, 00,
; 00, 00, 00, 00, 00, 00, 00, 00, 16, 12, 12, 16, 00, 00, 00, 00,
; 00, 00, 00, 00, 00, 00, 00, 00, 00, 16, 16, 00, 00, 00, 00, 00,
; 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00, 00
ubyte[] hand_image_lzsa = [
26, 31, 0, 16, 16, 0, 46, 16, 192, 58, 1, 1, 16, 156, 41, 15, 37,
137, 42, 1, 6, 115, 2, 43, 1, 152, 34, 4, 127, 4, 15, 11, 116, 233,
11, 37, 135, 6, 38, 7, 19, 12, 12, 67, 167, 35, 136, 237, 15, 77,
16, 157, 37, 71, 157, 47, 2, 33, 24, 9, 15, 69, 83, 66, 94, 6, 136,
77, 0, 186, 6, 69, 154, 6, 143, 70, 204, 15, 0, 191, 231, 232]
set_mousepointer_image(hand_image_lzsa, true)
}
sub set_mousepointer_image(uword data, bool compressed) {
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get_data_ptr_internal(0) ; the mouse cursor is sprite 0
if cx16.r1L==0 and cx16.r0==0
return ; mouse cursor not enabled
ubyte vbank = cx16.r1L
cx16.vaddr(vbank, cx16.r0, 0, 1)
if compressed {
void cx16.memory_decompress(data, &cx16.VERA_DATA0) ; decompress directly into vram
} else {
for cx16.r0L in 0 to 255 {
cx16.VERA_DATA0 = data[cx16.r0L]
}
}
}
}