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synced 2024-11-22 06:31:48 +00:00
Font engine refactor
String rendering code is now replicated for each font, which makes the code much faster and tighter. This will also immensely simplify switching to left-justified text rendering, which turns out to be important. :-|
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.gitignore
vendored
1
.gitignore
vendored
@ -7,3 +7,4 @@
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/fontEngine.lst
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/fontEngine.lst
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/FONTBANK\#060000
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/FONTBANK\#060000
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/Art/Generated
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/Art/Generated
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/fonts.lst
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@ -40,6 +40,9 @@ def main(argv):
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numCharX = (int)(image.size[0]/CHAR_WIDTH)
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numCharX = (int)(image.size[0]/CHAR_WIDTH)
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numCharY = (int)(image.size[1]/CHAR_HEIGHT)
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numCharY = (int)(image.size[1]/CHAR_HEIGHT)
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# Generate wrapper code
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addWrapperCode(prefix,CHAR_WIDTH,CHAR_FIRST)
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# Generate jump table for glyphs
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# Generate jump table for glyphs
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print ("%scharacterJumpTable:" % prefix)
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print ("%scharacterJumpTable:" % prefix)
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for charY in range(0,numCharY):
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for charY in range(0,numCharY):
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@ -152,7 +155,91 @@ def main(argv):
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pendingStackMove += nextRowDelta # Save this stack move for next row, because we can often combine them
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pendingStackMove += nextRowDelta # Save this stack move for next row, because we can often combine them
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# Footer for each rendering operation
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# Footer for each rendering operation
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print ("\tjmp renderCharJumpReturn\n")
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print ("\tjmp renderCharJumpReturn_%s\n" % prefix)
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return
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def addWrapperCode(prefix, charWidth, firstChar):
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code = """
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderString_{:s}
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;
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; Draws a Pascal string for font "{:s}"
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;
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; PARAML0 = Pointer to string
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; Y = VRAM position of lower right corner of string at which to draw
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;
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; Trashes SCRATCHL,X,Y,A
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;
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renderString_{:s}:
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sty SCRATCHL ; Cache VRAM position
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plb ; Temporarily revert to caller's DBR to access their pointer
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BITS8
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lda (PARAML0)
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tax
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BITS16
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phb
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renderStringLoop_{:s}:
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; Fetch and render next character in string
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txy
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lda #0
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plb ; Temporarily revert to caller's DBR to access their pointer
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BITS8A
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lda (PARAML0),y
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BITS16
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phb
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ldy SCRATCHL
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jsr renderChar_{:s}
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dex
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beq renderStringDone_{:s}
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; Calculate VRAM pointer for position of next character
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lda SCRATCHL
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sec
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sbc #{:d}/2 ; Width of one char in bytes
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sta SCRATCHL
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bra renderStringLoop_{:s}
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renderStringDone_{:s}:
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jmp renderStringReturn
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.export renderString_{:s}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderChar_{:s}
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;
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; Draws a single character
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;
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; A = ASCII code to draw
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; Y = VRAM position of lower right corner at which to draw
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;
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renderChar_{:s}:
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SAVE_AXY
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sec
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sbc #{:d} ; ASCII code of first char in font sheet
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asl
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tax
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FASTGRAPHICS
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jmp ({:s}characterJumpTable,x)
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renderCharJumpReturn_{:s}: ; Compiled glyphs jump back here. Can't rts because stack is turboborked
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SLOWGRAPHICS
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RESTORE_AXY
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rts
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""".format(prefix,prefix,prefix,prefix,prefix,prefix,charWidth,prefix,prefix,prefix,prefix,prefix,firstChar,prefix,prefix)
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print (code)
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return
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if __name__ == "__main__":
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if __name__ == "__main__":
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main(sys.argv[1:])
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main(sys.argv[1:])
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8
Makefile
8
Makefile
@ -71,10 +71,10 @@ terrain_e1:
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fonts:
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fonts:
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rm -rf $(FONTBANK)
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rm -rf $(FONTBANK)
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./CompileFont.py 8 8 32 0 "font8" "Art/Assets/Font8x8.gif" > font8x8.s
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./CompileFont.py 4 5 48 0 "tinyNum" "Art/Assets/TinyNumbers.gif" > fonts.s
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./CompileFont.py 16 16 32 14 "font16" "Art/Assets/Font16x16.gif" > font16x16.s
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./CompileFont.py 8 8 32 0 "font8" "Art/Assets/Font8x8.gif" >> fonts.s
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./CompileFont.py 4 5 48 0 "num4" "Art/Assets/TinyNumbers.gif" > tinyNumbers.s
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# ./CompileFont.py 16 16 32 14 "font16" "Art/Assets/Font16x16.gif" > font16x16.s
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@PATH=$(PATH):/usr/local/bin; $(CL65) -t apple2enh -C linkerConfig --cpu 65816 --start-addr 0000 -lfonts.lst fontEngine.s -o $(FONTBANK)
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@PATH=$(PATH):/usr/local/bin; $(CL65) -t apple2enh -C linkerConfig --cpu 65816 --start-addr 0000 -lfontEngine.lst fontEngine.s -o $(FONTBANK)
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rm -f fontEngine.o
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rm -f fontEngine.o
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clean:
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clean:
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@ -44,9 +44,6 @@ RANDOM = $ce ; 16 bit random number
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RANDOML = $ce ; Low byte of random number generator
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RANDOML = $ce ; Low byte of random number generator
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RANDOMH = $cf ; High byte of random number generator
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RANDOMH = $cf ; High byte of random number generator
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; Far entry points
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renderStringFar = $050000
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; Terrain constants
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; Terrain constants
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TERRAINWIDTH = 640 ; In pixels
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TERRAINWIDTH = 640 ; In pixels
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MAXTERRAINHEIGHT = 100 ; In pixels
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MAXTERRAINHEIGHT = 100 ; In pixels
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@ -65,6 +62,9 @@ terrainData = $f500
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; .endrepeat
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; .endrepeat
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terrainDataEnd = terrainData + (TERRAINWIDTH/2 * 2)
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terrainDataEnd = terrainData + (TERRAINWIDTH/2 * 2)
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; Far symbols
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renderStringFar = $050000 ; Main entry for font rendering engine
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; Stash the size of the sound bank at the end of sound memory so loader can pass it to sound system
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; Stash the size of the sound bank at the end of sound memory so loader can pass it to sound system
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soundBankSize=$04fffe
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soundBankSize=$04fffe
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96
fontEngine.s
96
fontEngine.s
@ -4,113 +4,35 @@
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.org $0000
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.org $0000
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderString (Far entry point)
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; renderString (Far entry point at $050000)
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;
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;
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; Draws a Pascal string
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; Draws a Pascal string in any font
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;
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;
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; PARAML0 = Pointer to string
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; PARAML0 = Pointer to string
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; X = Font index
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; Y = VRAM position of lower right corner of string at which to draw
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; Y = VRAM position of lower right corner of string at which to draw
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; A = Font index
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;
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;
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; Trashes SCRATCHL,SCRATCHL2,PARAML1,X, Y, A
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; Trashes SCRATCHL,X,Y,A
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;
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;
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renderString:
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renderString:
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NATIVE
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NATIVE
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SAVE_DBR
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SAVE_DBR
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sty SCRATCHL ; Cache VRAM position
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txa ; Cache font character tables
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asl
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asl
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tay
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lda fontJumpTable,y
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sta renderCharBounce+1
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lda fontFirstCharTable,y
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sta SCRATCHL2
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lda fontCharWidthTable,y
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sta PARAML1
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plb ; Temporarily revert to caller's DBR to access their pointer
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BITS8
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lda (PARAML0)
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tax
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tax
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BITS16
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jmp (fontJumpTable,x) ; Can't JSR here because we need the stack in a particular state (with DBR cached on top)
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phb
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renderStringLoop:
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renderStringReturn:
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; Fetch and render next character in string
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txy
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lda #0
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plb ; Temporarily revert to caller's DBR to access their pointer
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BITS8A
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lda (PARAML0),y
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BITS16
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phb
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ldy SCRATCHL
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jsr renderChar
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dex
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beq renderStringDone
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; Calculate VRAM pointer for position of next character
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lda SCRATCHL
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sec
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sbc PARAML1
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sta SCRATCHL
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bra renderStringLoop
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renderStringDone:
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RESTORE_DBR
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RESTORE_DBR
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rtl
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rtl
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderChar
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;
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; Draws a single character
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;
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; A = ASCII code to draw
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; Y = VRAM position of lower right corner at which to draw
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; SCRATCHL2 = First char in font
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;
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renderChar:
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SAVE_AXY
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sec
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sbc SCRATCHL2
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asl
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tax
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FASTGRAPHICS
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renderCharBounce: ; Self modifying code. Don't panic
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jmp ($1234,x)
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renderCharJumpReturn: ; Compiled glyphs jump back here. Can't rts because stack is turboborked
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SLOWGRAPHICS
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RESTORE_AXY
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rts
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fontJumpTable:
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fontJumpTable:
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.addr font8characterJumpTable
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.addr renderString_tinyNum
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.addr font16characterJumpTable
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.addr renderString_font8
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.addr num4characterJumpTable
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fontCharWidthTable: ; In bytes
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.word 4
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.word 8
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.word 2
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fontFirstCharTable: ; ASCII codes
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.include "fonts.s"
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.word 32
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.word 32
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.word 48
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.include "tinyNumbers.s"
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.include "font8x8.s"
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.include "font16x16.s"
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; Suppress some linker warnings - Must be the last thing in the file
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; Suppress some linker warnings - Must be the last thing in the file
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; This is because Quinn doesn't really know how to use ca65 properly
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; This is because Quinn doesn't really know how to use ca65 properly
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@ -229,7 +229,7 @@ drawNumber:
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lda #intToStringResult
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lda #intToStringResult
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sta PARAML0
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sta PARAML0
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txy
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txy
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ldx #0
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lda #1
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jsl renderStringFar
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jsl renderStringFar
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RESTORE_AXY
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RESTORE_AXY
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@ -135,7 +135,7 @@ renderInventoryItem_unselected:
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tay
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tay
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lda #intToStringPrefix
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lda #intToStringPrefix
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sta PARAML0
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sta PARAML0
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ldx #2
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lda #0
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jsl renderStringFar
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jsl renderStringFar
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renderInventoryItem_done:
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renderInventoryItem_done:
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6
player.s
6
player.s
@ -439,7 +439,7 @@ renderPlayerHeader:
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sta PARAML0
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sta PARAML0
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phy
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phy
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ldy #$25c0
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ldy #$25c0
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ldx #0
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lda #1
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jsl renderStringFar
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jsl renderStringFar
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ply
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ply
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@ -462,8 +462,8 @@ renderPlayerHeader:
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lda #treatsStr
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lda #treatsStr
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sta PARAML0
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sta PARAML0
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ldy #$25f2
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ldy #$25f2
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ldx #0
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lda #1
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jsl renderStringFromLeftFar
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jsl renderStringFar
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RESTORE_AXY
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RESTORE_AXY
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rts
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rts
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