; 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 { %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 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 } 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) { 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] } } } }