added sprites library module (cx16 only)

This commit is contained in:
Irmen de Jong 2023-09-01 16:56:46 +02:00
parent 09a7a4bbe5
commit 9cc0cda0fb
6 changed files with 186 additions and 79 deletions

View File

@ -0,0 +1,102 @@
; 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.
sprites {
const uword VERA_SPRITEREGS = $fc00 ; $1fc00
const ubyte PALETTE_OFFSET = 16 ; color palette indices 16-31
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
uword @zp sprite_reg
sub init(ubyte spritenum,
ubyte databank, uword dataaddr,
ubyte width_flag, ubyte height_flag,
ubyte colors_flag) {
hide(spritenum)
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>>4) ; 64x64 pixels, palette offset
}
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) {
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 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) {
pos(spritenum, -64, -64)
}
sub flipx(ubyte spritenum, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111110, flipped)
}
sub flipy(ubyte spritenum, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + spritenum*$0008, %11111101, flipped<<1)
}
sub set_palette_offset(ubyte spritenum, ubyte offset) {
sprite_reg = VERA_SPRITEREGS + 7 + spritenum*$0008
cx16.vpoke_mask(1, sprite_reg, %11110000, offset>>4)
}
}

View File

@ -98,6 +98,8 @@ class TestCompilerOnExamplesCx16: FunSpec({
"vtui/testvtui",
"pcmaudio/play-adpcm",
"pcmaudio/stream-wav",
"sprites/dragon",
"sprites/dragons",
"amiga",
"bdmusic",
"bobs",

View File

@ -472,5 +472,17 @@ It includes an interrupt routine to handle simple Attack/Release envelopes as we
See the examples/cx16/bdmusic.p8 program for ideas how to use it.
Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/psg.p8>`_
to see what's in there. (Note: slight variations for different compiler targets)
to see what's in there.
sprites (cx16 only)
--------------------
Available for the Cx16 target. Simple routines to manipulate sprites.
They're not written for high performance, but for simplicity.
That's why they control one sprite at a time. The exception is the ``pos_batch`` routine,
which is quite efficient to update sprite positions of multiple sprites in one go.
See the examples/cx16/sprites/dragon.p8 and dragons.p8 programs for ideas how to use it.
Read the `source code <https://github.com/irmen/prog8/tree/master/compiler/res/prog8lib/cx16/sprites.p8>`_
to see what's in there.

View File

@ -2,6 +2,8 @@ TODO
====
- optimize assembly output for ( word1 & word2 ==0) ... (no need for stack pushes)
- opimize assembly where pha/pla can be converted into tax/txa (saves 2 cycles, clobbers X)
- prefix prog8 subroutines with p8s_ instead of p8_ to not let them clash with variables in the asm?
- allow 'chained' array indexing for expressions: value = ptrarray[0][0]

View File

@ -1,20 +1,27 @@
%import diskio
%import textio
%import sprites
%zeropage basicsafe
%option no_sysinit
; an example that displays and moves a single dragon (actually 2 sprites).
main {
; we choose arbitrary unused vram location for sprite data: $12000
const ubyte SPRITE_DATA_BANK = 1
const uword SPRITE_DATA_ADDR = $2000
sub start() {
txt.plot(32,30)
txt.print("there be dragons!")
; load the sprite data and color palette directly into Vera ram
void diskio.vload_raw("dragonsprite.bin", sprites.DATA_BANK, sprites.DATA_ADDR)
void diskio.vload_raw("dragonsprite.bin", SPRITE_DATA_BANK, SPRITE_DATA_ADDR)
void diskio.vload_raw("dragonsprite.pal", 1, $fa00 + sprites.PALETTE_OFFSET*2)
; initialize the dragon sprites
sprites.init(1, sprites.DATA_BANK, sprites.DATA_ADDR, sprites.SIZE_64, sprites.SIZE_64) ; top half of dragon
sprites.init(2, sprites.DATA_BANK, sprites.DATA_ADDR + 64*64/2, sprites.SIZE_64, sprites.SIZE_64) ; bottom half of dragon
sprites.init(1, SPRITE_DATA_BANK, SPRITE_DATA_ADDR, sprites.SIZE_64, sprites.SIZE_64, sprites.COLORS_16) ; top half of dragon
sprites.init(2, SPRITE_DATA_BANK, SPRITE_DATA_ADDR + 64*64/2, sprites.SIZE_64, sprites.SIZE_64, sprites.COLORS_16) ; bottom half of dragon
ubyte tt = 0
word xpos = -64
@ -48,78 +55,3 @@ main {
}
}
}
sprites {
; sprite registers base in VRAM: $1fc00
; Sprite 0: $1FC00 - $1FC07 ; used by the kernal for mouse pointer
; Sprite 1: $1FC08 - $1FC0F
; Sprite 2: $1FC10 - $1FC17
; …
; Sprite 127: $1FFF8 - $1FFFF
const uword VERA_SPRITEREGS = $fc00 ; $1fc00
const ubyte PALETTE_OFFSET = 16 ; color palette indices 16-31
const ubyte SIZE_8 = 0
const ubyte SIZE_16 = 1
const ubyte SIZE_32 = 2
const ubyte SIZE_64 = 3
; we choose arbitrary unused vram location for sprite data: $12000
const ubyte DATA_BANK = 1
const uword DATA_ADDR = $2000
uword @zp sprite_reg
sub init(ubyte sprite_num, ubyte data_bank, uword data_addr, ubyte width_flag, ubyte height_flag) {
hide(sprite_num)
cx16.VERA_DC_VIDEO |= %01000000 ; enable sprites globally
data_addr >>= 5
data_addr |= (data_bank as uword)<<11
sprite_reg = VERA_SPRITEREGS + sprite_num*$0008
cx16.vpoke(1, sprite_reg, lsb(data_addr)) ; address 12:5
cx16.vpoke(1, sprite_reg+1, %00000000 | msb(data_addr)) ; 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>>4) ; 64x64 pixels, palette offset
}
sub hide(ubyte sprite_num) {
pos(sprite_num, -64, -64)
}
sub flipx(ubyte sprite_num, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + sprite_num*$0008, %11111110, flipped)
}
sub flipy(ubyte sprite_num, bool flipped) {
cx16.vpoke_mask(1, VERA_SPRITEREGS + 6 + sprite_num*$0008, %11111101, flipped<<1)
}
sub pos(ubyte sprite_num, word xpos, word ypos) {
sprite_reg = VERA_SPRITEREGS + 2 + sprite_num*$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 setx(ubyte sprite_num, word xpos) {
sprite_reg = VERA_SPRITEREGS + 2 + sprite_num*$0008
cx16.vpoke(1, sprite_reg, lsb(xpos))
cx16.vpoke(1, sprite_reg+1, msb(xpos))
}
sub sety(ubyte sprite_num, word ypos) {
sprite_reg = VERA_SPRITEREGS + 4 + sprite_num*$0008
cx16.vpoke(1, sprite_reg, lsb(ypos))
cx16.vpoke(1, sprite_reg+1, msb(ypos))
}
sub getx(ubyte sprite_num) -> word {
sprite_reg = VERA_SPRITEREGS + 2 + sprite_num*$0008
return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
}
sub gety(ubyte sprite_num) -> word {
sprite_reg = VERA_SPRITEREGS + 4 + sprite_num*$0008
return mkword(cx16.vpeek(1, sprite_reg+1), cx16.vpeek(1, sprite_reg)) as word
}
}

View File

@ -0,0 +1,57 @@
%import diskio
%import textio
%import sprites
%zeropage basicsafe
%option no_sysinit
; an example that displays and then moves many sprites at once.
main {
; we choose arbitrary unused vram location for sprite data: $12000
const ubyte SPRITE_DATA_BANK = 1
const uword SPRITE_DATA_ADDR = $2000
const ubyte NUM_DRAGONS = 25
word[NUM_DRAGONS*2] xpositions
word[NUM_DRAGONS*2] ypositions
sub start() {
txt.plot(30,30)
txt.print("there be many dragons!")
; load the sprite data and color palette directly into Vera ram
void diskio.vload_raw("dragonsprite.bin", SPRITE_DATA_BANK, SPRITE_DATA_ADDR)
void diskio.vload_raw("dragonsprite.pal", 1, $fa00 + sprites.PALETTE_OFFSET*2)
; initialize the dragon sprites (every dragon needs 2 sprites)
ubyte sprite_num
for sprite_num in 0 to NUM_DRAGONS*2-2 step 2 {
sprites.init(sprite_num+1, SPRITE_DATA_BANK, SPRITE_DATA_ADDR, sprites.SIZE_64, sprites.SIZE_64, sprites.COLORS_16) ; top half of dragon
sprites.init(sprite_num+2, SPRITE_DATA_BANK, SPRITE_DATA_ADDR + 64*64/2, sprites.SIZE_64, sprites.SIZE_64, sprites.COLORS_16) ; bottom half of dragon
xpositions[sprite_num] = math.rndw() % (640-64) as word
xpositions[sprite_num+1] = xpositions[sprite_num]
ypositions[sprite_num] = sprite_num * $0008 as word
ypositions[sprite_num+1] = ypositions[sprite_num]+64
}
repeat {
; move all dragons (remember each one consists of a top and a bottom sprite)
for sprite_num in 0 to NUM_DRAGONS*2-2 step 2 {
xpositions[sprite_num]++
xpositions[sprite_num+1]++
if sprite_num & 2 {
xpositions[sprite_num]++
xpositions[sprite_num+1]++
}
if xpositions[sprite_num] >= 640
xpositions[sprite_num] = -64
if xpositions[sprite_num+1] >= 640
xpositions[sprite_num+1] = -64
}
sys.waitvsync()
sprites.pos_batch(1, NUM_DRAGONS*2, &xpositions, &ypositions)
}
}
}