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Comment cleanup; rename FRINGE tile control bit
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@ -219,7 +219,7 @@ PAD_KEY_DOWN equ $0400
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; Tile constants
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TILE_DAMAGED_BIT equ $8000 ; Mark a tile as damaged (internal only)
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TILE_PRIORITY_BIT equ $4000 ; Put tile on top of sprite (unimplemented)
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TILE_FRINGE_BIT equ $2000 ; Unused
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TILE_USER_BIT equ $2000 ; User-defined tile. Execute registered callback.
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TILE_SOLID_BIT equ $1000 ; Hint bit used in TWO_LAYER_MODE to optimize rendering
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TILE_DYN_BIT equ $0800 ; Is this a Dynamic Tile?
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TILE_VFLIP_BIT equ $0400
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@ -4,6 +4,10 @@ _RenderTile
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lda TileStore+TS_SPRITE_FLAG,x ; any sprites on this tile?
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bne _HasSprites
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; Probably best to rework this to just jump to the tile routine directly, event if there
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; is some boilerplate code because it is useful to be able to access the data bank before
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; switching to the code field bank.
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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@ -11,23 +15,23 @@ _RenderTile
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plb ; set the code field bank
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jmp (K_TS_BASE_TILE_DISP,x) ; go to the tile copy routine
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; This is the specialized rederer for the dirty tile rendering mode. The difference is that
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; This is the specialized renderer for the dirty tile rendering mode. The difference is that
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; it is assumed that the screen is static and the tiles are aligned with the graphics screen.
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; The engine must be in "Fast" tile mode for dirty tile rendering to work. It is possible
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; to switch the engine into this mode by rendering a full screen of solid tiles and then
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; doing a dirty tile rendering.
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;
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; The main result is that this renderer skips copying tile data into the play field and
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; just draws to the screen directly.
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; just draws to the screen directly, and only draws tiles in the dirty tile queue
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_RenderDirtyTile
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lda TileStore+TS_SPRITE_FLAG,x ; any sprites on this tile?
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bne _HasSprites
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jmp (K_TS_BASE_TILE_DISP,x) ; This is just to select between H/V flips
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; Execute the sprite tree. If there is only one sprite, control will immediately be passed to
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; the routine at K_TS_ONE_SPRITE. Otherwise, the control passed to the routines with a different
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; number of sprites. These routines need to copy the flattened sprite data and mask into the
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; direct page workspace to be used by the K_TS_SPRITE_TILE_DISP routine
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; the routine at K_TS_ONE_SPRITE. Otherwise, the control is passed to a routine based on the
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; different number of sprites. These routines need to copy the flattened sprite data and mask
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; into the direct page workspace to be used by the K_TS_SPRITE_TILE_DISP routine
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_HasSprites txy
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SpriteBitsToVBuffAddrs $0000;TwoSprites;ThreeSprites;FourSprites
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@ -36,7 +40,7 @@ _HasSprites txy
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; to the configurable routine which is set in SetTile and knows what to do
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; based on the tile properties (over/under, engine mode, etc.)
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;
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; NOTE: Could pull the CopyXXXSprites function inline and same the 3 cycles for the JMP,
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; NOTE: Could pull the CopyXXXSprites function inline and save the 3 cycles for the JMP,
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; - or - put the TYX into the macro and jump directly from there.
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TwoSprites tyx
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jmp CopyTwoSpritesDataAndMaskToDP
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