iigs-game-engine/src/blitter/PEISlammer.s

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; Implementation of a PEI Slammer that updates a rectangular screen area. The only tweak that
; this implementation does is that it does break up the slam into chunks of scan lines to allow
; time for interrupts to be serviced in a timely manner.
;
; A = base address of top-left edge of the screen
; Y = number of scanlines to blit
; X = width of the screen in bytes
PEISlam
stx :screen_width ; save the width
phd ; save the current direct page and assign the base
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tcd ; screen address to the direct page register
clc
adc :screen_width ; screen address of the right edge (will go in stack)
tax ; but cache in x register for a bit....
tsc
sta :stk_save ; save the stack pointer to restore later
lda #:pei_end ; patch the PEI entry address
sec
sbc :screen_width
sta :inner+1
clc ; clear before the loop -- nothing in the loop affect the carry bit
bra :outer ; hop into the entry point. The loop control logic is next because
; the size of the PEI instruction is too large to use short branches
; in the code after pei_end
:control
tdc ; Move to the next line
adc #160
tcd
adc :screen_width
tcs
dey ; decrement the total counter, if zero then we're done
beq :exit
dex ; decrement the inner counter
bne :inner ; if not zero, no break; go to the next line
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tsx ; save the current stack
_R0W0 ; restore the execution environment and
lda :stk_save ; give a few cycles to catch some interrupts
tcs
cli ; fall through here -- saves a BRA instruction
:outer
sei
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txs ; set the stack address to the right edge
ldx #8 ; Enable interrupts at least once every 8 lines
_R1W1
:inner jmp $0000
:exit
_R0W0
lda :stk_save
tcs
cli
pld
rts
]dp equ 158
lup 80 ; A full width screen is 160 bytes / 80 words
pei ]dp
]dp equ ]dp-2
--^
:pei_end
jmp :control
:stk_save ds 2
:screen_width ds 2
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