diff --git a/src/Sprite2.s b/src/Sprite2.s index 70db3ce..f706321 100644 --- a/src/Sprite2.s +++ b/src/Sprite2.s @@ -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