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https://github.com/lscharen/iigs-game-engine.git
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Fix lookup tables to fix boundary rendering
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parent
b6202ca44c
commit
2c409b02a7
27
src/Sprite.s
27
src/Sprite.s
@ -19,13 +19,14 @@ InitSprites
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cpx #$FFFE
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bne :loop2
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; Initialize the VBuff offset values for the different cases
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; Initialize the VBuff offset values for the different cases. These are locations in
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; the TileStoreLookup table, which has different dimensions than the underlying TileStore
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; array
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TILE_STORE_SPAN equ {TILE_STORE_WIDTH*2}
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LAST_ROW equ {TILE_STORE_SPAN*{TILE_STORE_HEIGHT-1}}
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NEXT_TO_LAST_ROW equ {TILE_STORE_SPAN*{TILE_STORE_HEIGHT-2}}
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LAST_COL equ {TILE_STORE_WIDTH-1}*2
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NEXT_TO_LAST_COL equ {TILE_STORE_WIDTH-2}*2
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LAST_ROW equ {2*TS_LOOKUP_SPAN*{TILE_STORE_HEIGHT-1}}
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NEXT_TO_LAST_ROW equ {2*TS_LOOKUP_SPAN*{TILE_STORE_HEIGHT-2}}
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LAST_COL equ {{TILE_STORE_WIDTH-1}*2}
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NEXT_TO_LAST_COL equ {{TILE_STORE_WIDTH-2}*2}
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lda #0 ; Normal row, Normal column
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ldx #0
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@ -98,7 +99,7 @@ NEXT_TO_LAST_COL equ {TILE_STORE_WIDTH-2}*2
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jsr _CacheSpriteBanks
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rts
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; Call with X-register set to TileStore tile and Acc set to the VBuff slot offset
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; Call with X-register set to TileStore tile and A set to the VBuff slot offset
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_SetVBuffValues
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COL_BYTES equ 4 ; VBUFF_TILE_COL_BYTES
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ROW_BYTES equ 384 ; VBUFF_TILE_ROW_BYTES
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@ -121,27 +122,27 @@ ROW_BYTES equ 384 ; VBUFF_TILE_ROW_BYTES
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lda #{2*COL_BYTES}+{0*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+1*{TS_LOOKUP_SPAN*2},x
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ldy TileStoreLookup+{1*{TS_LOOKUP_SPAN*2}},x
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lda #{0*COL_BYTES}+{1*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+1*{TS_LOOKUP_SPAN*2}+2,x
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ldy TileStoreLookup+{1*{TS_LOOKUP_SPAN*2}}+2,x
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lda #{1*COL_BYTES}+{1*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+1*{TS_LOOKUP_SPAN*2}+4,x
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ldy TileStoreLookup+{1*{TS_LOOKUP_SPAN*2}}+4,x
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lda #{2*COL_BYTES}+{1*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+2*{TS_LOOKUP_SPAN*2},x
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ldy TileStoreLookup+{2*{TS_LOOKUP_SPAN*2}},x
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lda #{0*COL_BYTES}+{2*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+2*{TS_LOOKUP_SPAN*2}+2,x
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ldy TileStoreLookup+{2*{TS_LOOKUP_SPAN*2}}+2,x
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lda #{1*COL_BYTES}+{2*ROW_BYTES}
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sta (tmp0),y
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ldy TileStoreLookup+2*{TS_LOOKUP_SPAN*2}+4,x
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ldy TileStoreLookup+{2*{TS_LOOKUP_SPAN*2}}+4,x
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lda #{2*COL_BYTES}+{2*ROW_BYTES}
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sta (tmp0),y
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rts
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@ -113,10 +113,6 @@ _CalcDirtySprite
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pha
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and #$FFFC
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lsr ; Even numbers from [0, 160] (81 elements)
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; cmp #TILE_STORE_WIDTH*2
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; bcc :x_in_range
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; sbc #TILE_STORE_WIDTH*2
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;:x_in_range
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sta tmp3
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adc RowTop
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sta _Sprites+TS_LOOKUP_INDEX,y ; This is the index into the TileStoreLookup table
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@ -183,7 +179,7 @@ _CalcDirtySprite
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; The X-register still has the TileStoreLookupYTable index, which we re-use to get a VBuff
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; array selector for the vertical location
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lda VBuffVertTableSelect,x ; A bunch of 12, 24 or 36 values
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lda VBuffVertTableSelect,x ; A bunch of 0, 12 or 24 values
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clc
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ldx tmp3
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adc VBuffHorzTableSelect,x ; A bunch of 0, 4 or 8 values
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@ -470,10 +470,22 @@ ScreenModeHeight ENT
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; The eighth block is (X = N-1, Y = M-2)
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; The ninth block is (X = N-2, Y = M-2)
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VBuffVertTableSelect ENT
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ds 51*2
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VBuffVertTableSelect ENT ; 51 entries
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,48,24
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,48,24
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VBuffHorzTableSelect ENT
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ds 81*2
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,16,8
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,0
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dw 0,0,0,0,0,0,0,0,0,16,8
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VBuffStart ds TILE_STORE_SIZE
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VBuffArray ENT
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@ -5,20 +5,20 @@ 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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TILE_STORE_SIZE equ {MAX_TILES*2} ; The tile store contains a tile descriptor in each slot
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TS_TILE_ID equ TILE_STORE_SIZE*0 ; tile descriptor for this location
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TS_DIRTY equ TILE_STORE_SIZE*1 ; Flag. Used to prevent a tile from being queued multiple times per frame
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TS_SPRITE_FLAG equ TILE_STORE_SIZE*2 ; Bitfield of all sprites that intersect this tile. 0 if no sprites.
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TS_TILE_ADDR equ TILE_STORE_SIZE*3 ; cached value, the address of the tiledata for this tile
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TS_CODE_ADDR_LOW equ TILE_STORE_SIZE*4 ; const value, address of this tile in the code fields
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TS_CODE_ADDR_HIGH equ TILE_STORE_SIZE*5
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TS_WORD_OFFSET equ TILE_STORE_SIZE*6 ; const value, word offset value for this tile if LDA (dp),y instructions re used
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TS_BASE_ADDR equ TILE_STORE_SIZE*7 ; const value, because there are two rows of tiles per bank, this is set to $0000 ot $8000.
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TS_SCREEN_ADDR equ TILE_STORE_SIZE*8 ; cached value of on-screen location of tile. Used for DirtyRender.
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TS_TILE_ID equ {TILE_STORE_SIZE*0} ; tile descriptor for this location
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TS_DIRTY equ {TILE_STORE_SIZE*1} ; Flag. Used to prevent a tile from being queued multiple times per frame
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TS_SPRITE_FLAG equ {TILE_STORE_SIZE*2} ; Bitfield of all sprites that intersect this tile. 0 if no sprites.
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TS_TILE_ADDR equ {TILE_STORE_SIZE*3} ; cached value, the address of the tiledata for this tile
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TS_CODE_ADDR_LOW equ {TILE_STORE_SIZE*4} ; const value, address of this tile in the code fields
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TS_CODE_ADDR_HIGH equ {TILE_STORE_SIZE*5}
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TS_WORD_OFFSET equ {TILE_STORE_SIZE*6} ; const value, word offset value for this tile if LDA (dp),y instructions re used
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TS_BASE_ADDR equ {TILE_STORE_SIZE*7} ; const value, because there are two rows of tiles per bank, this is set to $0000 ot $8000.
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TS_SCREEN_ADDR equ {TILE_STORE_SIZE*8} ; cached value of on-screen location of tile. Used for DirtyRender.
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; TODO: Move these arrays into the K bank to support direct dispatch via jmp (abs,x)
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TS_BASE_TILE_COPY equ TILE_STORE_SIZE*9 ; derived from TS_TILE_ID to optimize tile copy to support sprite rendering
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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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TS_BASE_TILE_COPY equ {TILE_STORE_SIZE*9} ; derived from TS_TILE_ID to optimize tile copy to support sprite rendering
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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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TILE_STORE_NUM equ 12 ; Need this many parallel arrays
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@ -91,7 +91,7 @@ TS_LOOKUP_BORDER equ 2
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TS_LOOKUP_SPAN equ {TS_LOOKUP_WIDTH+TS_LOOKUP_BORDER}
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TS_LOOKUP_ROWS equ {TS_LOOKUP_HEIGHT+TS_LOOKUP_BORDER}
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; Blitter template constancts
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; Blitter template constants
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PER_TILE_SIZE equ 3
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SNIPPET_SIZE equ 32
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