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