gslaplay/asm/play.s

174 lines
3.9 KiB
ArmAsm

*
* New Animated File Format
*
*
* xxx_xxxx_xxxx_xxx is the number of bytes 1-16384 to follow (0 == 1 byte)
*
* %0xxx_xxxx_xxxx_xxx1 - Copy Bytes - straight copy bytes
* %1xxx_xxxx_xxxx_xxx1 - Skip Bytes - skip bytes / move the cursor
* %1xxx_xxxx_xxxx_xxx0 - Dictionary Copy Bytes from frame buffer to frame buffer
*
* %0000_0000_0000_0000- Source Skip -> Source pointer skips to next bank of data
* %0000_0000_0000_0010- End of Frame - end of frame
* %0000_0000_0000_0110- End of Animation / End of File / no more frames
*
* other remaining codes, are reserved for future expansion
*
*
* 16 bit opcode
*
* %1 xxx xxxx xxxx xxx 0
* %0 xxx xxxx xxxx xxx 0
*
* X = SRC
* Y = DST
*
* Source Data Stream Copy
* Dictionary Copy
* xx xxxx xxxx xxxx // up to 16384 length of copy (0 is a copy length of 1 byte, so it's length-1)
*
* Copy this code to your direct page, please make sure it's aligned to a page
* The buffer is hardcoded to be at $012000, to take advantage of fast reads
*
* pass in a pointer to the start of the compressed stream
* ldx #offset in source bank
* lda #source bank
* we assume all next bank data is sequential from this first bank, but it
* wouldn't be hard to work from a list of banks, to make the player more
* friendly
*--- this code sits at location $0 in the DP register
*--- DP may be anywhere in bank 0, but make sure it's PAGE aligned
*---- for performance reasons
dsk play.l
ext EndOfAnimFrame
;
; Defines, for the list of allocated memory banks
;
banks_count equ $80
banks_data equ $82
player ent
org $0
mx %00
phb
sep #$20 ; preserve X
sta <srcbank+2 ; self modify the code for mvn
sta <read_opcode+3 ; data stream reader
sta <dictionary_offset+3 ; opcode stream reader
rep #$31
ldy #$2000 ; it's a new frame, cursor starts at beginning of SHR
stz <banks_index
* stz <frames
bra read_opcode
*frames dw 0
extended_command
beq :source_skip_next_bank
lsr
lsr
bcs :end_of_file
; end of frame
; check elapsed ticks (need at least 1)
; For now just inline vsync (preferable to check the number of
; if jiffy that have elapsed, because if the animation uses more than
; roughly 10% of the screen we don't want to sync here
phx
jsl EndOfAnimFrame
plx
bcs :end_of_file
ldy #$2000
bra read_opcode
:end_of_file
plb ; restore bank
rtl
:source_skip_next_bank
*
* If data is sequential in memory
*
*
* ; source data, new bank
* inc <read_opcode+3 ; 6
* inc <dictionary_offset+3 ; 6
* inc <srcbank+2 ; 6
*
*
* Our Banks of Data are in the order
* they were allocated, so this is a little
* more complicated
*
sep #$20 ; preserve Y, by leaving X long
ldx <banks_index
inx
stx <banks_index
lda <banks_data,x
sta <srcbank+2 ; self modify the code for mvn
sta <read_opcode+3 ; data stream reader
sta <dictionary_offset+3 ; opcode stream reader
rep #$31
; start of new bank
ldx #0
:not_new_bank
; currently reserved
bra read_opcode
stream_copy
inx
inx
lsr
bcc extended_command
srcbank
mvn $01,$01
read_opcode
ldal $000000,x
bpl stream_copy
inx
inx
dictionary_copy
and #$7FFF
lsr
bcs cursor_skip
sta <copylen+1
stx <dictionary_offset+1
dictionary_offset
ldal $000000
tax
copylen lda #$0000
; dictionary copy
mvn $01,$01
ldx dictionary_offset+1
inx
inx
bra read_opcode
cursor_skip
sty <skip_amount+1
skip_amount
adc #$0000
tay
bra read_opcode
banks_index dw 0