iigs-game-engine/src/SpriteRender.s

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; Alternate entry point that takes arguments in registers instead of using a _Sprite
; record
;
; Y = VBUFF address
; X = Tile Data address
; A = Sprite Flags
_DrawSpriteStamp
sty tmp1
stx tmp2
and #DISP_MASK ; dispatch to all of the different orientations
sta tmp3
jmp _DSSCommon
; Function to render a sprite from a sprite definition into the internal data buffers
;
; X = sprite index
; _DrawSpriteSheet
DISP_VFLIP equ $0004 ; hard code these because they are internal values
DISP_HFLIP equ $0002
2022-02-21 20:25:55 +00:00
DISP_MASK equ $0018 ; Isolate the size bits
; phx
;
; lda _Sprites+VBUFF_ADDR,x
; sta tmp1
;
; lda _Sprites+TILE_DATA_OFFSET,x
; sta tmp2
;
; lda _Sprites+SPRITE_DISP,x
; and #DISP_MASK ; dispatch to all of the different orientations
; sta tmp3
;
; jsr _DSSCommon
;
; plx
; rts
_DSSCommon
; Set bank
phb
pea #^tiledata ; Set the bank to the tile data
plb
ldx tmp3
ldy tmp2
lda tmp1
jsr _DrawSprite
lda tmp3
ora #DISP_HFLIP
tax
ldy tmp2
lda tmp1
clc
adc #4*3
jsr _DrawSprite
lda tmp3
ora #DISP_VFLIP
tax
ldy tmp2
lda tmp1
clc
adc #4*6
jsr _DrawSprite
lda tmp3
ora #DISP_HFLIP+DISP_VFLIP
tax
ldy tmp2
lda tmp1
clc
adc #4*9
jsr _DrawSprite
; Restore bank
plb ; pop extra byte
plb
rts
;
; X = _Sprites array offset
_DrawSprite
; ldx _Sprites+SPRITE_DISP,y ; use bits 9, 10, 11, 12 and 13 to dispatch
jmp (draw_sprite,x)
draw_sprite dw draw_8x8,draw_8x8h,draw_8x8v,draw_8x8hv
dw draw_8x16,draw_8x16h,draw_8x16v,draw_8x16hv
dw draw_16x8,draw_16x8h,draw_16x8v,draw_16x8hv
dw draw_16x16,draw_16x16h,draw_16x16v,draw_16x16hv
dw :rtn,:rtn,:rtn,:rtn ; hidden bit is set
dw :rtn,:rtn,:rtn,:rtn
dw :rtn,:rtn,:rtn,:rtn
dw :rtn,:rtn,:rtn,:rtn
:rtn rts
draw_8x8
draw_8x8h
tax
jmp _DrawTile8x8
draw_8x8v
draw_8x8hv
tax
jmp _DrawTile8x8V
draw_8x16
draw_8x16h
tax
jsr _DrawTile8x8
clc
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
tya
adc #{128*32} ; 32 tiles to the next vertical one, each tile is 128 bytes
tay
jmp _DrawTile8x8
draw_8x16v
draw_8x16hv
tax
jsr _DrawTile8x8V
clc
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
tya
adc #{128*32}
tay
jmp _DrawTile8x8V
draw_16x8
tax
jsr _DrawTile8x8
clc
txa
adc #4
tax
tya
adc #128 ; Next tile is 128 bytes away
tay
jmp _DrawTile8x8
draw_16x8h
clc
tax
tya
pha
adc #128
tay
jsr _DrawTile8x8
txa
adc #4
tax
ply
jmp _DrawTile8x8
draw_16x8v
tax
jsr _DrawTile8x8V
clc
txa
adc #4
tax
tya
adc #128
tay
jmp _DrawTile8x8V
draw_16x8hv
clc
tax
tya
pha
adc #128
tay
jsr _DrawTile8x8V
txa
adc #4
tax
ply
jmp _DrawTile8x8V
draw_16x16
clc
tax
jsr _DrawTile8x8
txa
adc #4
tax
tya
adc #128
tay
jsr _DrawTile8x8
txa
adc #{8*SPRITE_PLANE_SPAN}-4
tax
tya
adc #{128*{32-1}}
tay
jsr _DrawTile8x8
txa
adc #4
tax
tya
adc #128
tay
jmp _DrawTile8x8
draw_16x16h
clc
tax
tya
adc #64
pha
adc #128
tay
jsr _DrawTile8x8
txa
adc #4
tax
ply
jsr _DrawTile8x8
txa
adc #{8*SPRITE_PLANE_SPAN}-4
tax
tya
adc #{128*32}
pha
adc #128
tay
jsr _DrawTile8x8
txa
adc #4
tax
ply
jmp _DrawTile8x8
draw_16x16v
clc
tax
tya
pha ; store some copies
phx
pha
adc #{128*32}
tay
jsr _DrawTile8x8V
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
ply
jsr _DrawTile8x8V
pla
adc #4
tax
lda 1,s
adc #{128*{32+1}}
tay
jsr _DrawTile8x8V
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
pla
adc #128
tay
jmp _DrawTile8x8V
draw_16x16hv
clc
tax
tya
pha
adc #128+{128*32} ; Bottom-right source to top-left
tay
jsr _DrawTile8x8V
txa
adc #4
tax
lda 1,s
adc #{128*32}
tay
jsr _DrawTile8x8V
txa
adc #{8*SPRITE_PLANE_SPAN}-4
tax
lda 1,s
adc #128
tay
jsr _DrawTile8x8V
txa
adc #4
tax
ply
jmp _DrawTile8x8V
; X = sprite vbuff address
; Y = tile data pointer
_DrawTile8x8
_CopyTile8x8
]line equ 0
lup 8
lda: tiledata+32+{]line*4},y
stal spritemask+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+{]line*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{]line*4}+2,y
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
lda: tiledata+{]line*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
rts
_DrawTile8x8V
_CopyTile8x8V
]line equ 0
lup 8
lda: tiledata+32+{{7-]line}*4},y
stal spritemask+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+{{7-]line}*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{{7-]line}*4}+2,y
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
lda: tiledata+{{7-]line}*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
rts