Comment cleanup; rename FRINGE tile control bit

This commit is contained in:
Lucas Scharenbroich 2023-03-14 09:11:53 -05:00
parent 4f81c4a84b
commit 02bc6fe493
2 changed files with 11 additions and 7 deletions

View File

@ -219,7 +219,7 @@ PAD_KEY_DOWN equ $0400
; Tile constants
TILE_DAMAGED_BIT equ $8000 ; Mark a tile as damaged (internal only)
TILE_PRIORITY_BIT equ $4000 ; Put tile on top of sprite (unimplemented)
TILE_FRINGE_BIT equ $2000 ; Unused
TILE_USER_BIT equ $2000 ; User-defined tile. Execute registered callback.
TILE_SOLID_BIT equ $1000 ; Hint bit used in TWO_LAYER_MODE to optimize rendering
TILE_DYN_BIT equ $0800 ; Is this a Dynamic Tile?
TILE_VFLIP_BIT equ $0400

View File

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