Fix signed calculations for negative sprite X and Y coordinates

This commit is contained in:
Lucas Scharenbroich 2022-06-02 23:02:06 -05:00
parent 783e813dc2
commit 36d57f7c2d

View File

@ -56,6 +56,9 @@ vbuff_mul
; _Sprites+TS_LOOKUP_INDEX : TileStore index of the upper-left corner of the sprite
; _Sprites+TS_VBUFF_BASE : Address of the top-left corner of the sprite in the VBUFF sprite stamp memory
;
; The clipped sprite coordinates are used to calculate the tiles that are visible, but the actual
; sprite coordinates (including handling negative values) are used to calculate the VBUFF offset
; values.
mdsOut2
lda #6 ; Pick a value for a 0x0 tile sprite
sta _Sprites+TS_COVERAGE_SIZE,y ; zero the list of tile store addresses
@ -95,19 +98,11 @@ _CalcDirtySprite
pla
and #$0007
tax ; cache again. This is a bit faster than recalculating
adc _Sprites+SPRITE_CLIP_HEIGHT,y ; Nominal value between 0 and 16+7 = 23 = 10111
dec
and #$0018
sta AreaIndex
txa ; Get the vertical offset in the VBUFF memory
asl
tax
ldal vbuff_mul,x
sta tmp0
; Add the horizontal position to the horizontal offset to find the first column in the
; code field that needs to be drawn. The range of values is 0 to 159+163 = [0, 322].
; This value is divided by 4, so 81 possible values
@ -121,21 +116,52 @@ _CalcDirtySprite
adc RowTop
sta _Sprites+TS_LOOKUP_INDEX,y ; This is the index into the TileStoreLookup table
; Create an offset value for loading the calculated VBUFF addresses within the core renderer by
; subtracting the actual TileStore offset from the sprite's vbuff address array
tax
lda _Sprites+VBUFF_ARRAY_ADDR,y
sec
sbc TileStoreLookup,x
sta tmp1 ; Spill this value to direct page temp space
; Calculate the final address of the sprite data in the stamp buffer. We have to move earlier
; in the buffer based on the horizontal offset and move up for each vertical offset.
; Calculate the final amount of visible tiles that need to be refreshed and use that to
; set the coverage size index.
pla
and #$0003
tax
adc _Sprites+SPRITE_CLIP_WIDTH,y ; max width = 8 = 0x08
dec
and #$000C
lsr ; max value = 4 = 0x04
ora AreaIndex ; merge into the area index
sta _Sprites+TS_COVERAGE_SIZE,y ; Save this value as a key to the coverage size of the sprite
; Calculate the VBUFF offset based on the actual (signed) sprite position
clc ; Carry should still be clear here....
lda StartYMod208
and #$0007
adc _Sprites+SPRITE_Y,y
bmi :neg_y
and #$0007
:neg_y
asl ; Multiply by 48. Would be nice to use a
asl ; table lookup, but the values can be negative
asl ; so do the calculation
asl
sta tmp0
asl
clc
adc tmp0
sta tmp0
; Calculate the final address of the sprite data in the stamp buffer. We have to move earlier
; in the buffer based on the horizontal offset and move up for each vertical offset.
;
; For a negative value we need to adjust the vbuff by the number of off-screen tiles plus
; the alignment adjustment.
clc
lda StartXMod164
and #$0003
adc _Sprites+SPRITE_X,y
bmi :neg_x
and #$0003
:neg_x
clc
adc tmp0 ; add to the vertical offset
@ -146,18 +172,14 @@ _CalcDirtySprite
adc _Sprites+SPRITE_DISP,y ; A = SPRITE_DISP + (-X - 1) + 1 = SPRITE_DISP - X
sta _Sprites+TS_VBUFF_BASE,y
; We know the starting corner of the TileStore. Now, we need to figure out now many tiles
; the sprite covers. This is a function of the sprite's width and height and the specific
; location of the upper-left corner of the sprite within the corner tile.
; Create an offset value for loading the calculated VBUFF addresses within the core renderer by
; subtracting the actual TileStore offset from the sprite's vbuff address array
txa
clc
adc _Sprites+SPRITE_CLIP_WIDTH,y ; max width = 8 = 0x08
dec
and #$000C
lsr ; max value = 4 = 0x04
ora AreaIndex ; merge into the area index
sta _Sprites+TS_COVERAGE_SIZE,y ; Save this value as a key to the coverage size of the sprite
ldx _Sprites+TS_LOOKUP_INDEX,y
lda _Sprites+VBUFF_ARRAY_ADDR,y
sec
sbc TileStoreLookup,x
sta tmp1 ; Spill this value to direct page temp space
; Last task. Since we don't need to use the X-register to cache values; load the direct page 2
; offset for the SPRITE_VBUFF_PTR and save it