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https://github.com/lscharen/iigs-game-engine.git
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Complete initialization sequence.
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@ -90,13 +90,13 @@ _CoreStartUp
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jsr IntStartUp ; Enable certain interrupts
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jsr InitMemory ; Allocate and initialize memory for the engine
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; jsr EngineReset ; All of the resources are allocated, put the engine in a known state
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jsr EngineReset ; All of the resources are allocated, put the engine in a known state
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; jsr InitGraphics ; Initialize all of the graphics-related data
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jsr InitGraphics ; Initialize all of the graphics-related data
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; jsr InitSprites ; Initialize the sprite subsystem
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; jsr InitTiles ; Initialize the tile subsystem
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jsr InitTiles ; Initialize the tile subsystem
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; jsr InitTimers ; Initialize the timer subsystem
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jsr InitTimers ; Initialize the timer subsystem
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rts
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_CoreShutDown
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@ -243,7 +243,7 @@ EngineReset
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ldx #BlitBuff
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lda #^BlitBuff
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ldy tmp14
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; jsr BuildBank
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jsr BuildBank
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lda tmp14
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clc
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36
src/Defs.s
36
src/Defs.s
@ -199,7 +199,11 @@ VBUFF_SPRITE_STEP equ VBUFF_TILE_ROW_BYTES*3 ; Allocate space fo 16
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VBUFF_SPRITE_START equ {8*VBUFF_TILE_ROW_BYTES}+4 ; Start at an offset so $0000 can be used as an empty value
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VBUFF_SLOT_COUNT equ 48 ; Have space for this many stamps
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; This is 13 blocks wide
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SPRITE_PLANE_SPAN equ VBUFF_STRIDE_BYTES
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; Tile storage parameters
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TILE_DATA_SPAN equ 4
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TILE_STORE_WIDTH equ 41
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TILE_STORE_HEIGHT equ 26
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MAX_TILES equ {26*41} ; Number of tiles in the code field (41 columns * 26 rows)
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@ -218,29 +222,9 @@ TS_VBUFF_ARRAY_ADDR equ TILE_STORE_SIZE*9 ; const value to an aligned 32
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TS_BASE_TILE_DISP equ TILE_STORE_SIZE*10 ; derived from TS_TILE_ID to optimize base (non-sprite) tile dispatch in the Render function
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TS_DIRTY_TILE_DISP equ TILE_STORE_SIZE*11 ; derived from TS_TILE_ID to optimize dirty tile dispatch in the Render function
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; 16 consecutive entries to provide directly addressable space for holding the VBUFF address for the
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; sprites that may be rendered at a given tile. Given a tile store offset, X, the way to address the
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; address for the Y'th sprite is
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;
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; lda TileStore+TS_VBUFF_0+{Y*TILE_STORE_SIZE},x
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;
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; Moving to the next tile can be done with a constant.
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;
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; lda TileStore+TS_VBUFF_0+{Y*TILE_STORE_SIZE}+{41*row}+{2*col},x
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TS_VBUFF_0 equ TILE_STORE_SIZE*12
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TS_VBUFF_1 equ TILE_STORE_SIZE*13
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TS_VBUFF_2 equ TILE_STORE_SIZE*14
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TS_VBUFF_3 equ TILE_STORE_SIZE*15
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TS_VBUFF_4 equ TILE_STORE_SIZE*16
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TS_VBUFF_5 equ TILE_STORE_SIZE*17
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TS_VBUFF_6 equ TILE_STORE_SIZE*18
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TS_VBUFF_7 equ TILE_STORE_SIZE*19
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TS_VBUFF_8 equ TILE_STORE_SIZE*20
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TS_VBUFF_9 equ TILE_STORE_SIZE*21
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TS_VBUFF_10 equ TILE_STORE_SIZE*22
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TS_VBUFF_11 equ TILE_STORE_SIZE*23
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TS_VBUFF_12 equ TILE_STORE_SIZE*22
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TS_VBUFF_13 equ TILE_STORE_SIZE*23
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TS_VBUFF_14 equ TILE_STORE_SIZE*24
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TS_VBUFF_15 equ TILE_STORE_SIZE*25
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; Hold values for up to 4 sprites per tile
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TS_VBUFF_ADDR_0 equ TILE_STORE_SIZE*12
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TS_VBUFF_ADDR_1 equ TILE_STORE_SIZE*13
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TS_VBUFF_ADDR_2 equ TILE_STORE_SIZE*14
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TS_VBUFF_ADDR_3 equ TILE_STORE_SIZE*15
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TS_VBUFF_ADDR_COUNT equ TILE_STORE_SIZE*16 ; replace usage of TS_VBUFF_ARRAY_ADDR with this later
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@ -699,8 +699,6 @@ _TBDirtyTile_VH
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--^
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rts
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TILE_DATA_SPAN equ 4
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; If there are two or more sprites at a tile, we can still be fast, but need to do extra work because
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; the VBUFF values need to be read from the direct page. Thus, the direct page cannot be mapped onto
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; the graphics screen. We use the stack instead, but have to do extra work to save and restore the
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@ -752,9 +752,6 @@ _CacheSpriteBanks
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rts
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; This is 13 blocks wide
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SPRITE_PLANE_SPAN equ VBUFF_STRIDE_BYTES
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; A = x coordinate
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; Y = y coordinate
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;GetSpriteVBuffAddr ENT
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@ -171,7 +171,7 @@ width equ FirstParam+2
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tay
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lda width,s
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tax
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; jsr _SetScreenMode
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jsr _SetScreenMode
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_TSExit #0;#4
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@ -192,8 +192,11 @@ output equ FirstParam
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put Memory.s
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put Timer.s
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put Graphics.s
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put Tiles.s
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put blitter/BG0.s
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put blitter/BG1.s
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put blitter/Template.s
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put blitter/TemplateUtils.s
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put blitter/Tables.s
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put blitter/Blitter.s
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; put blitter/Tiles.s
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