GSCats/graphics.s

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ArmAsm
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; colorFill
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; Fills the screen with a color (or two). Pretty fast, but not fastest possible
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; X = 4:4:4:4 = Palette entries to fill
; Y = Scanline count (fills backwards to 0)
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;
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; Trashes A,Y,PARAML0,PARAML1
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colorFill:
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; Calculate end of VRAM we're going to touch
sty PARAML0
lda #160 ; Bytes per row in VRAM
sta PARAML1
phx
jsr mult16
clc
adc #$2000
dec ; A now holds address of highest byte we'll touch (e.g. $9d00-1 for full screen fill)
sta PARAML0 ; Cache values for highspeed zone
sty PARAML1
plx
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FASTGRAPHICS
lda PARAML0
tcs
ldy PARAML1
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colorFillLoop:
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; 80 PHXs, for 1 line
; We could do the entire screen with PHXs, but this is a
; balance between speed and code size
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.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
dey
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bne colorFillLoop
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SLOWGRAPHICS
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; bottomFill
; Fills the bottom of the screen with a color (or two). Pretty fast, but not fastest possible
; A 4:4:4:4 = Palette entries
; X = Color to fill (doubled)
;
; Trashes Y
bottomFill:
FASTGRAPHICS
lda #$9d00-1 ; Point stack to end of VRAM
tcs
ldy #58
bottomFillLoop:
; 80 PHXs, for 1 line
; We could do the entire screen with PHXs, but this is a
; balance between speed and super-verbose code
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
.byte $da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da,$da
dey
bne bottomFillLoop
SLOWGRAPHICS
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; initSCBs
; Initialize all scanline control bytes
;
; Trashes A,X
initSCBs:
lda #0
ldx #$0100 ;set all $100 scbs to A
initSCBsLoop:
dex
dex
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sta $e19d00,x
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bne initSCBsLoop
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; setScanlinePalette
; Set the palette for a given scan line
;
; PARAML0 = Palette index
; X = Start scan line
; Y = Count
setScanlinePalette:
pha
setScanlinePaletteLoop:
lda $e19d00,x
ora PARAML0
sta $e19d00,x
inx
dey
bne setScanlinePaletteLoop
pla
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; enableFillMode
; Enables fill mode for a given scanline
;
; X = Scan line
;
enableFillMode:
SAVE_AXY
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BITS8
lda $e19d00,x
ora #%00100000
sta $e19d00,x
BITS16
RESTORE_AXY
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rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; disableFillMode
; Disables fill mode for a given scanline
;
; X = Scan line
;
; Trashes A
disableFillMode:
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SAVE_AXY
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BITS8
lda $e19d00,x
and #%11011111
sta $e19d00,x
BITS16
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RESTORE_AXY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; setPaletteColor
; Set a single color in a palette
; PARAML0 = 0:Color index
; PARAML1 = 0:R:G:B
; A = Palette index
;
; Trashes X
setPaletteColor:
asl
asl
asl
asl
asl
sta SCRATCHL
lda PARAML0
asl
clc
adc SCRATCHL
tax
lda PARAML1
sta $e19e00,x
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; setPalette
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; Set all colors in a palette from memory
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; PARAML0 = Pointer to 32 color bytes
; A = Palette index
;
setPalette:
SAVE_XY
asl
asl
asl
asl
asl
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BITS8A
sta setPaletteLoop_SMC+1
BITS16
ldx #0
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ldy #0
setPaletteLoop:
lda (PARAML0),y
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setPaletteLoop_SMC:
sta $e19e00,x ; Self-modifying code!
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iny
iny
inx
inx
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cpx #32
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bne setPaletteLoop
RESTORE_XY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; drawNumber
;
; A = Number to render
; X = VRAM position to render at
;
; Trashes PARAML0
;
drawNumber:
SAVE_AXY
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sta PARAML0
jsr intToString
lda #intToStringResult
sta PARAML0
txy
lda #1
jsl renderStringFar
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RESTORE_AXY
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rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; drawSpriteBankSafe
;
; A slightly slower version of Mr Sprite's DrawSpriteBank that
; preserves all registers and requires no secret flag clearing
;
; Y = VRAM position at which to draw
; A = Sprite Index
;
drawSpriteBankSafe:
SAVE_AXY
clc
jsr DrawSpriteBank
RESTORE_AXY
rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; BORDER_COLOR
;
; Trashes A
;
.macro BORDER_COLOR color
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SAVE_AXY
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BITS8
lda BORDERCOLOR
and #$f0
ora color
sta BORDERCOLOR
BITS16
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RESTORE_AXY
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.endmacro
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Vertical blank checkers
;
; The Brutal Deluxe version, taken from LemminGS
;
nextVBL:
lda #75
pha
nextVBL0:
lda $e0c02e
and #$7f
cmp 1,s
blt nextVBL0
cmp #100
bge nextVBL0
pla
waitVBL:
lda $e0c018
bpl waitVBL
rts
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; The Apple version, taken from GS Tech Note 039
;
syncVBL:
;sei
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BITS8
syncVBL0:
ldaA $C02f
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asl ; VA is now in the Carry flag
ldaA $C02e
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rol ; Roll Carry into bit 0
cmp #200 ; A now contains line number
blt syncVBL0
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BITS16
;cli
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rts
; The old style //e version
;
vblSync:
BITS8
waitVBLToFinish:
lda $E0C019
bmi waitVBLToFinish
waitVBLToStart:
lda $E0C019
bpl waitVBLToStart
BITS16
rts
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.include "spritebank.s"