iigs-game-engine/src/Sprite.s

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; Functions for sprite handling. Mostly maintains the sprite list and provides
; utility functions to calculate sprite/tile intersections
;
; The sprite plane actually covers two banks so that more than 32K can be used as a virtual
; screen buffer. In order to be able to draw sprites offscreen, the virtual screen must be
; wider and taller than the physical graphics screen.
;
; NOTE: It may be posible to remove the sprite plane banks in the future and render directly from
; some small per-sprite graphic buffers. This would eliminate the need to erase/draw in
; the sprite planes and all drawing would go directly to the backing tiles. Need to
; figure out an efficient way to fall back when sprites are overlapping, though.
;
; All of the erasing must happen in an initial phase, because erasing a sprite could cause
; other sprites to be marked as "DAMAGED" which means they need to be drawn (similar to NEW state)
; What really has to happen in the various cases:
;
; When a sprite is added, it needs to
; * draw into the sprite buffer
; * add itself to the TS_SPRITE_FLAG bitfield on the tiles it occupies
; * mark the tiles it occupies as dirty
;
; When a sprite is updated (Tile ID or H/V flip flags), it needs to
; * erase itself from the sprite buffer
; * draw into the sprite buffer
; * mark the tiles it occupies as dirty
; * mark other sprites it intersects as DAMAGED
;
; When a sprite is moved, it needs to
; * erase itself from the sprite buffer at the old locations
; * remove itself from the TS_SPRITE_FLAG bitfields on the tiles it occupied
; * mark sprites that intersect as DAMAGED
; * draw into the sprite buffer at the new location
; * add itself to the TS_SPRITE_FLAG bitfield on the tiles it now occupies
; * mark the tiles it occupied as dirty
; * mark other sprites it intersects as DAMAGED
;
; When a sprite is removed, it needs to
; * erase itself from the sprite buffer at the old locations
; * remove itself from the TS_SPRITE_FLAG bitfields on the tiles it occupied
; * mark other sprites it intersects as DAMAGED
;
; The reason that things are broken into phases is that we have to handle all of the erasing first,
; set dirty tiles, identify DAMAGED sprites, and THEN perform the drawing. It is not possible to
; just do each sprite one at a time.
;
; Initialize the sprite plane data and mask banks (all data = $0000, all masks = $FFFF)
InitSprites
ldx #$FFFE
lda #0
:loop1 stal spritedata,x
dex
dex
cpx #$FFFE
bne :loop1
ldx #$FFFE
lda #$FFFF
:loop2 stal spritemask,x
dex
dex
cpx #$FFFE
bne :loop2
; Clear values in the sprite array
ldx #{MAX_SPRITES-1}*2
:loop3 stz _Sprites+TILE_STORE_ADDR_1,x
dex
dex
bpl :loop3
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; Precalculate some bank values
jsr _CacheSpriteBanks
rts
; Run through the list of tile store offsets that this sprite was last drawn into and mark
; those tiles as dirty. The largest number of tiles that a sprite could possibly cover is 20
; (an unaligned 4x3 sprite), covering a 5x4 area of play field tiles.
;
; Y register = sprite record index
_ClearSpriteFromTileStore
ldx _Sprites+TILE_STORE_ADDR_1,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x ; Clear the bit in the bit field. This seems wasteful, but
and _SpriteBitsNot,y ; there is no indexed form of TSB/TRB and caching the value in
tsb DamagedSprites ; Mark which other sprites are impacted by this one
sta TileStore+TS_SPRITE_FLAG,x ; a direct page location, only saves 1 or 2 cycles per and costs 10.
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_2,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_3,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_4,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_5,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_6,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_7,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_8,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jsr _PushDirtyTileX
ldx _Sprites+TILE_STORE_ADDR_9,y
bne *+3
rts
lda TileStore+TS_SPRITE_FLAG,x
and _SpriteBitsNot,y
tsb DamagedSprites
sta TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
; This function looks at the sprite list and renders the sprite plane data into the appropriate
; tiles in the code field. There are a few phases to this routine. The assumption is that
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; any sprite that needs to be re-drawn has been marked as DIRTY or DAMAGED.
;
; A DIRTY sprite is one that has moved, so it needs to be erased/redrawn in the sprite
; buffer AND the tiles it covers marked for refresh. A DAMAGED sprite shared one or more
; tiles with a DIRTY sprite, so it needs to be redraw in the sprite buffer (but not erased!)
; and its tile do NOT need to be marked for refresh.
;
; In the first phase, we run through the list of dirty sprites and erase them from their
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; OLD_VBUFF_ADDR. This clears the sprite plane buffers. We also iterate through the
; TILE_STORE_ADDR_X array and mark all of the tile store location that this sprite had occupied
; as dirty, as well as removing this sprite from the TS_SPRITE_FLAG bitfield.
;
; A final aspect is that any of the sprites indicated in the TS_SPRITE_FLAG are marked to be
; drawn in the next phase (since a portion of their content may have been erased if they overlap)
;
; In the second phase, the sprite is re-drawn into the sprite plane buffers and the appropriate
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; Tile Store locations are marked as dirty. It is important to recognize that the sprites themselves
; can be marked dirty, and the underlying tiles in the tile store are independently marked dirty.
phase1 dw :phase1_0
dw :phase1_1,:phase1_2,:phase1_3,:phase1_4
dw :phase1_5,:phase1_6,:phase1_7,:phase1_8
dw :phase1_9,:phase1_10,:phase1_11,:phase1_12
dw :phase1_13,:phase1_14,:phase1_15,:phase1_16
:phase1_16
ldy activeSpriteList+30
jsr _DoPhase1
:phase1_15
ldy activeSpriteList+28
jsr _DoPhase1
:phase1_14
ldy activeSpriteList+26
jsr _DoPhase1
:phase1_13
ldy activeSpriteList+24
jsr _DoPhase1
:phase1_12
ldy activeSpriteList+22
jsr _DoPhase1
:phase1_11
ldy activeSpriteList+20
jsr _DoPhase1
:phase1_10
ldy activeSpriteList+18
jsr _DoPhase1
:phase1_9
ldy activeSpriteList+16
jsr _DoPhase1
:phase1_8
ldy activeSpriteList+14
jsr _DoPhase1
:phase1_7
ldy activeSpriteList+12
jsr _DoPhase1
:phase1_6
ldy activeSpriteList+10
jsr _DoPhase1
:phase1_5
ldy activeSpriteList+8
jsr _DoPhase1
:phase1_4
ldy activeSpriteList+6
jsr _DoPhase1
:phase1_3
ldy activeSpriteList+4
jsr _DoPhase1
:phase1_2
ldy activeSpriteList+2
jsr _DoPhase1
:phase1_1
ldy activeSpriteList
jsr _DoPhase1
:phase1_0
jmp phase1_rtn
; If this sprite has been MOVED or REMOVED, then clear its bit from the TS_SPRITE_FLAG in
; all of the tile store locations that it occupied on the previous frame and add those
; tile store locations to the dirty tile list.
_DoPhase1
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lda _Sprites+SPRITE_STATUS,y
ora forceSpriteFlag
bit #SPRITE_STATUS_MOVED+SPRITE_STATUS_REMOVED
beq :no_clear
jsr _ClearSpriteFromTileStore
:no_clear
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; If this sprite has been MOVED, UPDATED or REMOVED, then it needs to be erased from the
; sprite plane buffer
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lda _Sprites+SPRITE_STATUS,y
bit #SPRITE_STATUS_MOVED+SPRITE_STATUS_UPDATED+SPRITE_STATUS_REMOVED
beq :no_erase
jsr _EraseSpriteY
:no_erase
; Check to see if sprite was REMOVED If so, then this is where we return its Sprite ID to the
; list of open slots
lda _Sprites+SPRITE_STATUS,y
bit #SPRITE_STATUS_REMOVED
beq :out
lda #SPRITE_STATUS_EMPTY ; Mark as empty
sta _Sprites+SPRITE_STATUS,y
lda _SpriteBits,y ; Clear from the sprite bitmap
trb SpriteMap
ldx _OpenListHead
dex
dex
stx _OpenListHead
tya
sta _OpenList,x
sty _NextOpenSlot
:out
rts
; Second phase takes care of drawing the sprites and marking the tiles that will need to be merged
; with pixel data from the sprite plane
phase2 dw :phase2_0
dw :phase2_1,:phase2_2,:phase2_3,:phase2_4
dw :phase2_5,:phase2_6,:phase2_7,:phase2_8
dw :phase2_9,:phase2_10,:phase2_11,:phase2_12
dw :phase2_13,:phase2_14,:phase2_15,:phase2_16
:phase2_16
ldy activeSpriteList+30
jsr _DoPhase2
:phase2_15
ldy activeSpriteList+28
jsr _DoPhase2
:phase2_14
ldy activeSpriteList+26
jsr _DoPhase2
:phase2_13
ldy activeSpriteList+24
jsr _DoPhase2
:phase2_12
ldy activeSpriteList+22
jsr _DoPhase2
:phase2_11
ldy activeSpriteList+20
jsr _DoPhase2
:phase2_10
ldy activeSpriteList+18
jsr _DoPhase2
:phase2_9
ldy activeSpriteList+16
jsr _DoPhase2
:phase2_8
ldy activeSpriteList+14
jsr _DoPhase2
:phase2_7
ldy activeSpriteList+12
jsr _DoPhase2
:phase2_6
ldy activeSpriteList+10
jsr _DoPhase2
:phase2_5
ldy activeSpriteList+8
jsr _DoPhase2
:phase2_4
ldy activeSpriteList+6
jsr _DoPhase2
:phase2_3
ldy activeSpriteList+4
jsr _DoPhase2
:phase2_2
ldy activeSpriteList+2
jsr _DoPhase2
:phase2_1
ldy activeSpriteList
jsr _DoPhase2
:phase2_0
jmp phase2_rtn
_DoPhase2
lda _Sprites+SPRITE_STATUS,y
ora forceSpriteFlag
and #SPRITE_STATUS_ADDED+SPRITE_STATUS_MOVED+SPRITE_STATUS_UPDATED
beq :out
; This is the complicated part; we need to draw the sprite into the sprite plane, but then
; calculate the tiles that overlap with the sprite potentially and mark those as dirty _AND_
; store the appropriate sprite plane address from which those tiles need to copy.
;
; Mark the appropriate tiles as dirty and as occupied by a sprite so that the ApplyTiles
; subroutine will get the drawn data from the sprite plane into the code field where it
; can be drawn to the screen
jsr _MarkDirtySprite
; Draw the sprite into the sprite plane buffer(s)
lda _Sprites+SPRITE_DISP2,y ; use bits 9, 10, 11, 12, and 13 to dispatch
jmp (draw_sprite,x)
:out
rts
; Optimization: Could use 8-bit registers to save
RebuildSpriteArray
ldx #0 ; Number of non-empty sprite locations
lda SpriteMap ; Get the bit field
tay ; Cache to restore
bit #$0001 ; For each bit position, test and store a value
beq :chk1
stz activeSpriteList ; Shortcut for the first one
ldx #2
; A super-optimization here would be to put the activeSpriteList on the direct page (32 bytes) and then
; use PEA instructions to push the slot values. Calculate the count at the end based on the final stack
; address. Only 160 cycles to build the list.
:chk1
]flag equ $0002
]slot equ $0002
lup 15
bit #]flag
beq :chk2
lda #]slot
sta activeSpriteList,x
tya
inx
inx
:chk2
]flag equ ]flag*2
]slot equ ]slot+2
--^
stx activeSpriteCount
rts
forceSpriteFlag ds 2
_RenderSprites
stz DamagedSprites ; clear the potential set of damaged sprites
; Check to see if any sprites have been added or removed. If so, then we regenerate the active
; sprite list. Since adding and removing sprites is rare, this is a worthwhile tradeoff, because
; there are several places where we want to interative over the all of the sprites, and having a list
; and not have to contantly load and test the SPRITE_STATUS just to skip unused slots can help streamline
; the code.
lda #DIRTY_BIT_SPRITE_ARRAY
trb DirtyBits ; clears the flag, if it was set
beq :no_rebuild
jsr RebuildSpriteArray
:no_rebuild
; First step is to look at the StartX and StartY values. If the screen has scrolled, then it has
; the same effect as moving all of the sprites.
;
; OPTIMIZATION NOTE: Should check that the sprite actually changes position. If the screen scrolls
; by +X, but the sprite moves by -X (so it's relative position is unchanged), then
; it does NOT need to be marked as dirty.
stz forceSpriteFlag
lda StartX
cmp OldStartX
bne :force_update
lda StartY
cmp OldStartY
beq :no_change
:force_update
lda #SPRITE_STATUS_MOVED
sta forceSpriteFlag
:no_change
; Dispatch to the first phase of rendering the sprites. By pre-building the list, we know exactly
; how many sprite to process and they are in a contiguous array. So we on't have to keep track
; of an iterating variable
ldx activeSpriteCount
jmp (phase1,x)
phase1_rtn
; Dispatch to the second phase of rendering the sprites.
ldx activeSpriteCount
jmp (phase2,x)
phase2_rtn
; Speite rendering complete
rts
; _GetTileAt
;
; Given a relative playfield coordinate [0, ScreenWidth), [0, ScreenHeight) return the
; X = horizontal point [0, ScreenTileWidth]
; Y = vertical point [0, ScreenTileHeight]
;
; Return
; C = 1, out of range
; C = 0, X = column, Y = row
_GetTileAt
cpx ScreenWidth
bcc *+3
rts
cpy ScreenHeight
bcc *+3
rts
tya ; carry is clear here
adc StartYMod208 ; This is the code field line that is at the top of the screen
cmp #208
bcc *+5
sbc #208
lsr
lsr
lsr
tay ; This is the code field row for this point
clc
txa
adc StartXMod164
cmp #164
bcc *+5
sbc #164
lsr
lsr
tax ; Could call _CopyBG0Tile with these arguments
clc
rts
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; Y = _Sprites array offset
_EraseSpriteY
lda _Sprites+OLD_VBUFF_ADDR,y
beq :noerase
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ldx _Sprites+SPRITE_DISP,y ; get the dispatch index for this sprite
jmp (:do_erase,x)
:noerase rts
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:do_erase dw _EraseTileSprite8x8,_EraseTileSprite8x16
dw _EraseTileSprite16x8,_EraseTileSprite16x16
; X = _Sprites array offset
_DrawSpriteYA
lda _Sprites+SPRITE_DISP2,y ; use bits 9, 10, 11 and 12,13 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
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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
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jmp _DrawTile8x8
draw_8x8v
draw_8x8hv
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jmp _DrawTile8x8V
draw_8x16
draw_8x16h
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jsr _DrawTile8x8
clc
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
tya
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adc #{128*32} ; 32 tiles to the next vertical one, each tile is 128 bytes
tay
jmp _DrawTile8x8
draw_8x16v
draw_8x16hv
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jsr _DrawTile8x8V
clc
txa
adc #{8*SPRITE_PLANE_SPAN}
tax
tya
adc #{128*32}
tay
jmp _DrawTile8x8V
draw_16x8
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jsr _DrawTile8x8
clc
txa
adc #4
tax
tya
adc #128 ; Next tile is 128 bytes away
tay
jmp _DrawTile8x8
draw_16x8h
clc
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
pha
adc #128
tay
jsr _DrawTile8x8
txa
adc #4
tax
ply
jmp _DrawTile8x8
draw_16x8v
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
jsr _DrawTile8x8V
clc
txa
adc #4
tax
tya
adc #128
tay
jmp _DrawTile8x8V
draw_16x8hv
clc
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
pha
adc #128
tay
jsr _DrawTile8x8V
txa
adc #4
tax
ply
jmp _DrawTile8x8V
draw_16x16
clc
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
tay
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jmp _DrawTile16x16
; 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
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
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
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draw_16x16v
clc
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
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
; TODO
draw_16x16hv
clc
ldx _Sprites+VBUFF_ADDR,y
lda _Sprites+TILE_DATA_OFFSET,y
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
DrawTileSprite ENT
jsr _DrawTile8x8
rtl
; Hypothetical compiled tile routine
;
; Need 1MB of memory to have 1:1 space for 512 tiles
; for 16 sprites we have 8 variants: Vert, Horz, Shift. The shift sprites need an extra column
;
; 16x16 sprite = 4x16 words x 4 = 256, 5x16 words x 4 = 320 = 576 words * 21 bytes/word = 12K per sprite
; pei SpriteBanks
; plb
; lda spritedata+0,x ; skipped if mask = $ffff
; and #tilemask
; ora #tiledata
; sta spritedata+0,x ; 12 bytes / word = 12 * 16 = 216 < 256 in the worst case
; lda spritedata+2,x ; if mask != 0 and data = 0
; and #tilemask
; sta spritedata+0,x
; lda #tiledata ; if mask = 0 and data != 0
; sta spritedata+0,x
; stz spritedata+0,x ; if mask = 0 and data = 0
; ...
; plb
; lda #tilemask
; and spritemask+0,x
; sta spritemask+0,x ; 9 * 16 = 144 i the worst case
;
; stz spritemask+2,x ; if mask is zero (often the case)
_DrawTileTemplate
; X = sprite vbuff address
; Y = tile data pointer
_DrawTile8x8
phb
pea #^tiledata ; Set the bank to the tile data
plb
]line equ 0
lup 8
lda: tiledata+32+{]line*4},y
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andl spritemask+{]line*SPRITE_PLANE_SPAN},x
stal spritemask+{]line*SPRITE_PLANE_SPAN},x
ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
and: tiledata+32+{]line*4},y
ora: tiledata+{]line*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
and: tiledata+32+{]line*4}+2,y
ora: tiledata+{]line*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb ; pop extra byte
plb
rts
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; X = sprite vbuff address
; Y = tile data pointer
_DrawTile16x16
phb
pea #^tiledata ; Set the bank to the tile data
plb
]line equ 0
lup 8
lda: tiledata+32+{]line*4},y
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andl spritemask+{]line*SPRITE_PLANE_SPAN},x
stal spritemask+{]line*SPRITE_PLANE_SPAN},x
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ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
and: tiledata+32+{]line*4},y
ora: tiledata+{]line*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
and: tiledata+32+{]line*4}+2,y
ora: tiledata+{]line*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
lda: tiledata+32+128+{]line*4},y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+4,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+4,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+4,x
and: tiledata+32+128+{]line*4},y
ora: tiledata+128+{]line*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+4,x
lda: tiledata+32+128+{]line*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+6,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+6,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+6,x
and: tiledata+32+128+{]line*4}+2,y
ora: tiledata+128+{]line*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
TILE_ROW_STRIDE equ 32*128
SPRITE_ROW_STRIDE equ 8*SPRITE_PLANE_SPAN
]line equ 0
lup 8
lda: tiledata+TILE_ROW_STRIDE+32+{]line*4},y
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andl spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN},x
stal spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN},x
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ldal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN},x
and: tiledata+TILE_ROW_STRIDE+32+{]line*4},y
ora: tiledata+TILE_ROW_STRIDE+{]line*4},y
stal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+TILE_ROW_STRIDE+32+{]line*4}+2,y
andl spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+2,x
stal spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+2,x
ldal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+2,x
and: tiledata+TILE_ROW_STRIDE+32+{]line*4}+2,y
ora: tiledata+TILE_ROW_STRIDE+{]line*4}+2,y
stal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+2,x
lda: tiledata+TILE_ROW_STRIDE+32+128+{]line*4},y
andl spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+4,x
stal spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+4,x
ldal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+4,x
and: tiledata+TILE_ROW_STRIDE+32+128+{]line*4},y
ora: tiledata+TILE_ROW_STRIDE+128+{]line*4},y
stal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+4,x
lda: tiledata+TILE_ROW_STRIDE+32+128+{]line*4}+2,y
andl spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+6,x
stal spritemask+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+6,x
ldal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+6,x
and: tiledata+TILE_ROW_STRIDE+128+32+{]line*4}+2,y
ora: tiledata+TILE_ROW_STRIDE+128+{]line*4}+2,y
stal spritedata+SPRITE_ROW_STRIDE+{]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
plb ; pop extra byte
plb
rts
; X = sprite vbuff address
; Y = tile data pointer
;
; Draws the tile vertically flipped
_DrawTile8x8V
phb
pea #^tiledata ; Set the bank to the tile data
plb
]line equ 0
lup 8
lda: tiledata+32+{{7-]line}*4},y
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andl spritemask+{]line*SPRITE_PLANE_SPAN},x
stal spritemask+{]line*SPRITE_PLANE_SPAN},x
ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
and: tiledata+32+{{7-]line}*4},y
ora: tiledata+{{7-]line}*4},y
stal spritedata+{]line*SPRITE_PLANE_SPAN},x
lda: tiledata+32+{{7-]line}*4}+2,y
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
stal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
and: tiledata+32+{{7-]line}*4}+2,y
ora: tiledata+{{7-]line}*4}+2,y
stal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb ; pop extra byte
plb
rts
; Erase is easy -- set an 8x8 area of the data region to all $0000 and the corresponding mask
; resgion to all $FFFF
;
; X = address is sprite plane -- erases an 8x8 region
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_CacheSpriteBanks
lda #>spritemask
and #$FF00
ora #^spritedata
sta SpriteBanks
rts
SPRITE_PLANE_SPAN equ 256
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; A = bank address
_EraseTileSprite8x8
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tax
phb ; Save the bank to switch to the sprite plane
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pei SpriteBanks
plb ; pop the data bank (low byte)
]line equ 0
lup 8
stz: {]line*SPRITE_PLANE_SPAN}+0,x
stz: {]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
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plb ; pop the mask bank (high byte)
lda #$FFFF
]line equ 0
lup 8
sta: {]line*SPRITE_PLANE_SPAN}+0,x
sta: {]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb
rts
_EraseTileSprite8x16
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tax
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phb ; Save the bank to switch to the sprite plane
pei SpriteBanks
plb ; pop the data bank (low byte)
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]line equ 0
lup 16
stz: {]line*SPRITE_PLANE_SPAN}+0,x
stz: {]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb ; pop the mask bank (high byte)
lda #$FFFF
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]line equ 0
lup 16
sta: {]line*SPRITE_PLANE_SPAN}+0,x
sta: {]line*SPRITE_PLANE_SPAN}+2,x
]line equ ]line+1
--^
plb
rts
_EraseTileSprite16x8
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tax
phb ; Save the bank to switch to the sprite plane
pei SpriteBanks
plb ; pop the data bank (low byte)
]line equ 0
lup 8
stz: {]line*SPRITE_PLANE_SPAN}+0,x
stz: {]line*SPRITE_PLANE_SPAN}+2,x
stz: {]line*SPRITE_PLANE_SPAN}+4,x
stz: {]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
plb ; pop the mask bank (high byte)
lda #$FFFF
]line equ 0
lup 8
sta: {]line*SPRITE_PLANE_SPAN}+0,x
sta: {]line*SPRITE_PLANE_SPAN}+2,x
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sta: {]line*SPRITE_PLANE_SPAN}+4,x
sta: {]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
plb
rts
_EraseTileSprite16x16
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tax
phb ; Save the bank to switch to the sprite plane
pei SpriteBanks
plb ; pop the data bank (low byte)
]line equ 0
lup 16
stz: {]line*SPRITE_PLANE_SPAN}+0,x
stz: {]line*SPRITE_PLANE_SPAN}+2,x
stz: {]line*SPRITE_PLANE_SPAN}+4,x
stz: {]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
plb ; pop the mask bank (high byte)
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lda #$FFFF
]line equ 0
lup 16
sta: {]line*SPRITE_PLANE_SPAN}+0,x
sta: {]line*SPRITE_PLANE_SPAN}+2,x
sta: {]line*SPRITE_PLANE_SPAN}+4,x
sta: {]line*SPRITE_PLANE_SPAN}+6,x
]line equ ]line+1
--^
plb
rts
; A = x coordinate
; Y = y coordinate
GetSpriteVBuffAddr ENT
jsr _GetSpriteVBuffAddr
rtl
; A = x coordinate
; Y = y coordinate
_GetSpriteVBuffAddr
pha
tya
clc
adc #NUM_BUFF_LINES ; The virtual buffer has 24 lines of off-screen space
xba ; Each virtual scan line is 256 bytes wide for overdraw space
clc
adc 1,s
sta 1,s
pla
rts
; Version that uses temporary space (tmp15)
_GetSpriteVBuffAddrTmp
sta tmp15
tya
clc
adc #NUM_BUFF_LINES ; The virtual buffer has 24 lines of off-screen space
xba ; Each virtual scan line is 256 bytes wide for overdraw space
clc
adc tmp15
rts
; Add a new sprite to the rendering pipeline
;
; The tile id in the range 0 - 511. The top 7 bits are used as sprite control bits
;
; Bit 9 : Horizontal flip.
; Bit 10 : Vertical flip.
; Bits 11 - 12 : Sprite Size Selector
; 00 - 8x8 (1x1 tile)
; 01 - 8x16 (1x2 tiles)
; 10 - 16x8 (2x1 tiles)
; 11 - 16x16 (2x2 tiles)
; Bit 13 : Reserved. Must be zero.
; Bit 14 : Reserved. Must be zero.
; Bit 15 : Low Sprite priority. Draws behind high priority tiles.
;
; When a sprite has a size > 8x8, the horizontal tiles are taken from the next tile index and
; the vertical tiles are taken from tileId + 32. This is why tile sheets should be saved
; with a width of 256 pixels.
;
; Single sprite are limited to 24 lines high because there are 28 lines of padding above and below the
; sprite plane buffers, so a sprite that is 32 lines high could overflow the drawing area.
;
; A = tileId + flags
; X = x position
; Y = y position
AddSprite ENT
phb
phk
plb
jsr _AddSprite
plb
rtl
_AddSprite
phx ; Save the horizontal position
ldx _NextOpenSlot ; Get the next free sprite slot index
bpl :open ; A negative number means we are full
plx ; Early out
sec ; Signal that no sprite slot was available
rts
:open
sta _Sprites+SPRITE_ID,x ; Keep a copy of the full descriptor
jsr _GetTileAddr ; This applies the TILE_ID_MASK
sta _Sprites+TILE_DATA_OFFSET,x
lda #SPRITE_STATUS_OCCUPIED+SPRITE_STATUS_ADDED
sta _Sprites+SPRITE_STATUS,x
tya
sta _Sprites+SPRITE_Y,x ; Y coordinate
pla ; X coordinate
sta _Sprites+SPRITE_X,x
jsr _GetSpriteVBuffAddrTmp ; Preserves X-register
sta _Sprites+VBUFF_ADDR,x
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jsr _PrecalcAllSpriteInfo ; Cache stuff
; Mark the dirty bit to indicate that the active sprite list needs to be rebuild in the next
; render call
lda #DIRTY_BIT_SPRITE_ARRAY
tsb DirtyBits
lda _SpriteBits,x ; Get the bit flag for this sprite slot
tsb SpriteMap ; Mark it in the sprite map bit field
txa ; And return the sprite ID
clc ; Mark that the sprite was successfully added
; We can only get to this point if there was an open slot, so we know we're not at the
; end of the list yet.
ldx _OpenListHead
inx
inx
stx _OpenListHead
ldy _OpenList,x ; If this is the end, then the sentinel value will
sty _NextOpenSlot ; get stored into _NextOpenSlot
rts
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; Precalculate some cached values for a sprite. These are *only* to make other part of code,
; specifically the draw/erase routines more efficient.
;
; There are variations of thi routine based on whether we are adding a new sprite, updating
; it's tile information, or changing its position.
;
; X = sprite index
_PrecalcAllSpriteInfo
lda _Sprites+SPRITE_ID,x
and #$2E00
xba
sta _Sprites+SPRITE_DISP2,x ; use bits 9 through 13 for full dispatch
lda _Sprites+SPRITE_ID,x
and #$1800 ; use bits 11 and 12 to dispatch (only care about size)
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lsr
lsr
xba
sta _Sprites+SPRITE_DISP,x
; Clip the sprite's bounding box to the play field size and also set a flag if the sprite
; is fully offs-screen or not
tay ; use the index we just calculated
lda _Sprites+SPRITE_X,x
bpl :pos_x
lda #0
:pos_x cmp ScreenWidth
bcs :offscreen ; sprite is off-screen, exit early
sta _Sprites+SPRITE_CLIP_LEFT,x
lda _Sprites+SPRITE_Y,x
bpl :pos_y
lda #0
:pos_y cmp ScreenHeight
bcs :offscreen ; sprite is off-screen, exit early
sta _Sprites+SPRITE_CLIP_TOP,x
lda _Sprites+SPRITE_X,x
clc
adc _SpriteWidthMinus1,y
bmi :offscreen
cmp ScreenWidth
bcc :ok_x
lda ScreenWidth
dec
:ok_x sta _Sprites+SPRITE_CLIP_RIGHT,x
lda _Sprites+SPRITE_Y,x
clc
adc _SpriteHeightMinus1,y
bmi :offscreen
cmp ScreenHeight
bcc :ok_y
lda ScreenHeight
dec
:ok_y sta _Sprites+SPRITE_CLIP_BOTTOM,x
stz _Sprites+IS_OFF_SCREEN,x ; passed all of the off-screen test
rts
:offscreen
lda #1
sta _Sprites+IS_OFF_SCREEN,x
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rts
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; Remove a sprite from the list. Just mark its STATUS as FREE and it will be
; picked up in the next AddSprite.
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;
; A = Sprite ID
RemoveSprite ENT
phb
phk
plb
jsr _RemoveSprite
plb
rtl
_RemoveSprite
tax
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_RemoveSpriteX
lda _Sprites+SPRITE_STATUS,x
ora #SPRITE_STATUS_REMOVED
sta _Sprites+SPRITE_STATUS,x
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rts
; Update the sprite's flags. We do not allow the size of a sprite to be changed. That requires
; the sprite to be removed and re-added.
;
; A = Sprite ID
; X = Sprite Tile ID and Flags
UpdateSprite ENT
phb
phk
plb
jsr _UpdateSprite
plb
rtl
_UpdateSprite
phx ; swap X/A to be more efficient
tax
pla
_UpdateSpriteX
cpx #MAX_SPRITES*2 ; Make sure we're in bounds
bcc :ok
rts
:ok
_UpdateSpriteXnc
sta _Sprites+SPRITE_ID,x ; Keep a copy of the full descriptor
jsr _GetTileAddr ; This applies the TILE_ID_MASK
sta _Sprites+TILE_DATA_OFFSET,x
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jsr _PrecalcAllSpriteInfo ; Cache stuff
lda _Sprites+SPRITE_STATUS,x
ora #SPRITE_STATUS_UPDATED
sta _Sprites+SPRITE_STATUS,x
rts
; Move a sprite to a new location. If the tile ID of the sprite needs to be changed, then
; a full remove/add cycle needs to happen
;
; A = sprite ID
; X = x position
; Y = y position
MoveSprite ENT
phb
phk
plb
jsr _MoveSprite
plb
rtl
_MoveSprite
phx ; swap X/A to be more efficient
tax
pla
_MoveSpriteX
cpx #MAX_SPRITES*2 ; Make sure we're in bounds
bcc :ok
rts
:ok
_MoveSpriteXnc
sta _Sprites+SPRITE_X,x ; Update the X coordinate
pha
tya
sta _Sprites+SPRITE_Y,x ; Update the Y coordinate
pla
jsr _GetSpriteVBuffAddrTmp ; A = x-coord, Y = y-coord
ldy _Sprites+VBUFF_ADDR,x ; Save the previous draw location for erasing
sta _Sprites+VBUFF_ADDR,x ; Overwrite with the new location
tya
sta _Sprites+OLD_VBUFF_ADDR,x
lda _Sprites+SPRITE_STATUS,x
ora #SPRITE_STATUS_MOVED
sta _Sprites+SPRITE_STATUS,x
rts
; Sprite data structures. We cache quite a few pieces of information about the sprite
; to make calculations faster, so this is hidden from the caller.
;
; Each sprite record contains the following properties:
;
; +0: Sprite status word (0 = unoccupied)
; +2: Tile data address
; +4: Screen offset address (used for data and masks)
; Number of "off-screen" lines above logical (0,0)
NUM_BUFF_LINES equ 24
MAX_SPRITES equ 16
SPRITE_REC_SIZE equ 48
; Mark each sprite as ADDED, UPDATED, MOVED, REMOVED depending on the actions applied to it
; on this frame. Quick note, the same Sprite ID cannot be removed and added in the same frame.
; A REMOVED sprite if removed from the sprite list during the Render call, so it's ID is not
; available to the AddSprite function until the next frame.
SPRITE_STATUS_EMPTY equ $0000 ; If the status value is zero, this sprite slot is available
SPRITE_STATUS_OCCUPIED equ $8000 ; Set the MSB to flag it as occupied
SPRITE_STATUS_ADDED equ $0001 ; Sprite was just added (new sprite)
SPRITE_STATUS_MOVED equ $0002 ; Sprite's position was changed
SPRITE_STATUS_UPDATED equ $0004 ; Sprite's non-position attributes were changed
SPRITE_STATUS_REMOVED equ $0008 ; Sprite has been removed.
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; Each subroutine just sets the relevant bits, so it's possible to call AddSprite / UpdateSprite / MoveSprite
; and RemoveSprite in a single frame. These bits have priorities, so in this case, the sprite is immediately
; removed and never displayed.
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SPRITE_STATUS equ {MAX_SPRITES*0}
TILE_DATA_OFFSET equ {MAX_SPRITES*2}
VBUFF_ADDR equ {MAX_SPRITES*4}
SPRITE_ID equ {MAX_SPRITES*6}
SPRITE_X equ {MAX_SPRITES*8}
SPRITE_Y equ {MAX_SPRITES*10}
OLD_VBUFF_ADDR equ {MAX_SPRITES*12}
TILE_STORE_ADDR_1 equ {MAX_SPRITES*14}
TILE_STORE_ADDR_2 equ {MAX_SPRITES*16}
TILE_STORE_ADDR_3 equ {MAX_SPRITES*18}
TILE_STORE_ADDR_4 equ {MAX_SPRITES*20}
TILE_STORE_ADDR_5 equ {MAX_SPRITES*22}
TILE_STORE_ADDR_6 equ {MAX_SPRITES*24}
TILE_STORE_ADDR_7 equ {MAX_SPRITES*26}
TILE_STORE_ADDR_8 equ {MAX_SPRITES*28}
TILE_STORE_ADDR_9 equ {MAX_SPRITES*30}
TILE_STORE_ADDR_10 equ {MAX_SPRITES*32}
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SPRITE_DISP equ {MAX_SPRITES*34} ; pre-calculated index for jmp (abs,x) based on sprite size
SPRITE_CLIP_LEFT equ {MAX_SPRITES*36}
SPRITE_CLIP_RIGHT equ {MAX_SPRITES*38}
SPRITE_CLIP_TOP equ {MAX_SPRITES*40}
SPRITE_CLIP_BOTTOM equ {MAX_SPRITES*42}
IS_OFF_SCREEN equ {MAX_SPRITES*44}
SPRITE_DISP2 equ {MAX_SPRITES*46}
; Maintain the index of the next open sprite slot. This allows us to have amortized
; constant sprite add performance. A negative value means no slots are available.
_NextOpenSlot dw 0
_OpenListHead dw 0
_OpenList dw 0,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30,$FFFF ; List with sentinel at the end
_Sprites ds SPRITE_REC_SIZE*MAX_SPRITES
; On-demand cached list of active sprite slots
activeSpriteCount ds 2
activeSpriteList ds 2*MAX_SPRITES