Checkpoint of object list resolver

This commit is contained in:
Lucas Scharenbroich 2023-04-25 23:39:09 -05:00
parent dc5742dd11
commit 44c51217a1
1 changed files with 566 additions and 228 deletions

View File

@ -174,16 +174,16 @@ _RenderScanlines
jsr _ApplyScanlineBG0XPos ; Patch the code field instructions with exit BRA opcode
jsr _ApplyScanlineBG1XPos
jsr _BuildShadowList ; Create the rages based on the sorted sprite y-values
jsr _FilterObjectList ; Walk the sorted list and create an array of objects that need to be rendered
jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
jsr _DrawShadowList
jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
jsr _DrawObjShadow ; Draw the background
jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
jsr _ShadowOn ; Turn shadowing back on
jsr _DrawFinalPass
jsr _ShadowOn ; Turn shadowing back on
jsr _DrawFinalPass ; Expose the shadowed areas and draw overlays
lda StartYMod208 ; Restore the fields back to their original state
lda StartYMod208 ; Restore the fields back to their original state
ldx ScreenHeight
jsr _RestoreScanlineBG0Opcodes
@ -207,6 +207,276 @@ _RenderScanlines
:no_removal
rts
; After the sprites have been filtered, we have a linked list with all of the contiguous sprite regions merged together, so
; when provessing this list we really only have to consider complications from overlays.
;
; Pseudo-code
;
; 0. Set the cursor to the top of the screen
; 1. Load the next segment
; a. If no segments, just draw the full screen
; 2. Draw the background from the cursor to the top of the current segment
; 3. If the current segment is a sprite
; a. Peek at the next segment
; b. If no more segments, then finish
; c. If it's past the bottom, PEI slam the current segment and go to [1]
; d. Must be an overlay
; i. PEI slam up to the overlay top
; ii. Does the sprite extend past the overlay? If yes, split the sprite and insert into the list
; iii. Go to [1]
; 4. If the current segment is an overlay
; a. Peek at the next segment
; b. If no more segments, then finish
; c. If it's past the bottom, draw the overlay and go to [1]
; d. Must be a sprite
; i. Draw the overlay
; ii. Change the sprite segment to start after the overlay
; iii. Go to [1]
_DrawFinalPass2
:cursor equ tmp8
:bottom equ tmp9
stz :cursor
ldy #0
cpy ObjectListCount
bne :enter
ldx #0 ; If there are no object to render, just draw the screen
ldy ScreenHeight
jmp _BltRange
:enter
ldx ObjectList+OL_INDEX,y ; Load the index of the next object record
; Draw the background up to the top line of the next object
phxy
ldy _Sprites+SPRITE_CLIP_TOP,x
ldx :cursor
sty :cursor ; Update the cursor since we have the value
jsr _BltRange
plyx
:_oloop
lda _Sprites+SPRITE_CLIP_BOTTOM,x
sta :bottom
; Load the ID to see what kind of object comes next
lda _Sprites+SPRITE_ID,x ; See if we are processing an overlay or a sprite region
bit #SPRITE_OVERLAY
jne :_overlay
:_sprite
iny
iny
cpy ObjectListCount
jeq :_sprite_end ; If this is the last object, end now on the sprite
ldx ObjectList+OL_INDEX,y ; Load the index of the next item
lda :bottom
cmp _Sprites+SPRITE_CLIP_TOP,x
bcs :_smerge ; If the prior sprite ends before this object, then handle it
phxy
ldy _Sprites+SPRITE_CLIP_TOP,x ; A = :bottom, so load the top of the next object and
sty :bottom ; save it as it is the bottom after the PEISlam
ldx :cursor ; X = :cursor
sta :cursor ; The current :bottom becomes the :cursor after the PEISlam
tay ; Y = :bottom
jsr _PEISlam
ldx :cursor ; This is the previous :bottom value
ldy :bottom ; This is the SPRITE_CLIP_TOP,x value
sty :cursor
jsr _BltRange
plyx
brl :_oloop ; Branch back, it's like starting from from scratch
:_smerge
lda _Sprites+SPRITE_ID,x ; Before we merge, need to know if objects are compatible
bit #SPRITE_OVERLAY
bne :_somerge
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Can be merged, so pick the largest bottom value and
max :bottom ; continue on as a sprite
sta :bottom
brl :_sprite
:_somerge
phxy
ldx :cursor
ldy _Sprites+SPRITE_CLIP_TOP,x ; PEI Slam to the top of the overlay (:bottom is greater than this value)
sty :cursor
jsr _PEISlam
lda 3,s ; Retrieve the sprite index
tax
jsr _DrawOverlay
plyx
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; This is how far we've drawn. Check to see if we're beyond the current :bottom
sta :cursor
cmp :bottom
jcc :_sprite ; Previous sprite extends past the overlay, continue
; The overlay can cause the cursor to jump ahead an arbitrary distance. We need to continue to scan through the list until
; we find an item that has a bottom greater than the current :cursor
:_so_loop
iny
iny
cpy ObjectListCount
beq :_end
ldx ObjectList+OL_INDEX,y
lda :cursor
cmp _Sprites+SPRITE_CLIP_BOTTOM,x
bcs :_so_loop
cmp _Sprites+SPRITE_CLIP_TOP,x ; Check to see if there is any background that need to be drawn
jcs :_oloop ; If not, go back the see what kind of object it is
phxy
ldy _Sprites+SPRITE_CLIP_TOP,x
ldx :cursor
sty :cursor
jsr _BltRange
plyx
brl :_oloop
; If the last item is a sprite, do a PEI slam from the cursor to the sprite bottom and then blit any remaining
; backround
:_sprite_end
ldx :cursor
ldy :bottom
jsr _PEISlam
ldx :bottom
ldy ScreenHeight
jmp _BltRange
; If there are no more items to process, but we haven't reached the end of the screen, blit the rest of the
; background
:_end
ldx :cursor
ldy ScreenHeight
jmp _BltRange
; An overlay is a bit easier. It just needs to be rendered and then advance to the next object that's not
; covered by it
:_overlay
phxy
jsr _DrawOverlay ; Draw the overlay
plyx
lda :bottom
sta :cursor
brl :_so_loop
_DrawFinalPass
:cursor equ tmp8
stz :cursor ; Current mark in the sweep down the screen
ldy ObjectListHead ; If there are no items, just _BltRange the rest of the screen and return
jmi :finish
:loop
ldx :cursor
lda ObjectList+OL_SPRITE_TOP,y
sta :cursor
jsr :_BltRange3 ; Expose from the cursor to the top and update the cursor
lda ObjectList+OL_SPRITE_ID,y ; See if we are processing an overlay or a sprite region
bit #SPRITE_OVERLAY
jne :obj_is_overlay
:obj_is_sprite
ldx ObjectList+OL_NEXT,y
jmi :sprite_complete
; Look at the next item, if it's below the current sprite range, do a slam and move on to the next item
lda ObjectList+OL_CLIP_BOTTOM,y
cmp ObjectList+OL_CLIP_TOP,x
bcs :sprite_overlap
txy ; Move to the next sprite
ldx :cursor
sta :cursor ; A = bottom, x = :cursor
jsr _PEISlam
bra :loop ; Loop back and do the BltRange up to the top of the next sprite
; Now we know that the next item must be an overlay (because sprite ranges are already combined), so go ahead
; and PEI slam up to the top of the overlay
:sprite_overlap
lda ObjectList+OL_CLIP_TOP,x
ldx :cursor
sta :cursor
jsr _PEISlam
lda ObjectList+OL_CLIP_BOTTOM,x ; If the overlay is fully within the sprite, do extra work.
cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
bcc :split
txy
bra :overlay_next
:split
jsr split
bra :obj_is_sprite
; Do a similar process for the overlays
:obj_is_overlay
ldx ObjectList+OL_NEXT,y
bmi :ovrly_complete
; Look at the next item, if it's below the current overlay range, draw the overlay and move on to the next item
lda ObjectList+OL_CLIP_BOTTOM,y
cmp ObjectList+OL_CLIP_TOP,x
bcs :ovrly_overlap
jsr DrawOverlayY
txy ; Move to the next item
bra :loop ; Loop back and do the BltRange up to the top of the next sprite
; Now we know that the next item must be a sprite. Skip any sprite that are completely covered by the overlay. If
; a sprite is split by the overlay, then reduce the top value
:ovrly_overlap
lda ObjectList+OL_CLIP_TOP,x
ldx :cursor
sta :cursor
jsr PEISlam
lda ObjectList+OL_CLIP_BOTTOM,x ; If the next
cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
bcc :split
txy
bra :overlay_next
; When a sprite is the last item before the end of the screen, jump here
:sprite_complete
ldx :cursor
lda ObjectList+OL_CLIP_BOTTOM,y
sta :cursor
tay
jsr PEISlam
; Jump here when there are no items left to process.
:finish
ldx :cursor
ldy ScreenHeight
jmp _BltRange
lda ObjectList+OL_CLIP_BOTTOM,x ; If the overlay is fully within the sprite, do extra work.
cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
bcc :split
txy
bra :overlay_next
; Run through all of the tiles on the DirtyTile list and render them
_ApplyTiles
ldx DirtyTileCount
@ -279,7 +549,7 @@ _ApplyDirtyTiles
; than using all of the logic to draw/erase tiles in the TileBuffer, even though less visible words
; are touched.
;
; This mode is also necessary if per-scanling rendering it used since sprites would not look correct
; This mode is also necessary if per-scanling rendering is used since sprites would not look correct
; if each line had independent offsets.
_RenderWithShadowing
sta RenderFlags
@ -305,14 +575,13 @@ _RenderWithShadowing
; At this point, everything in the background has been rendered into the code field. Next, we need
; to create priority lists of scanline ranges.
jsr _BuildShadowList ; Create the rages based on the sorted sprite y-values
; jsr _BuildShadowList ; Create the ranges based on the sorted sprite y-values
jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
jsr _DrawShadowList
jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
jsr _ShadowOn ; Turn shadowing back on
; jsr _DrawComplementList ; Alternate drawing scanlines and PEI slam to expose the full fram
jsr _DrawFinalPass
;
@ -345,7 +614,7 @@ _RenderWithShadowing
; b. PEI Slam lines with (Sprites OR a Masked Low Priority Overlay) AND NOT a High Priority overlay
; c. High Priority overlays
;
; The work of this routine is to quickly build a sorted list of scanline ranges that can the appropriate
; The work of this routine is to quickly build a sorted list of scanline ranges that can call the appropriate
; sub-renderer
; jsr BuildShadowSegments
@ -441,15 +710,34 @@ BuildShadowSegments
rts
; Function to iterate through the sprite list and build a merged scanline list of sprites. Once this is
; done, we re-scan the list to build the complement for scanlines that do not need shadowing.
; Function go through the object list and draw the background for areas that will need to draw
; additional items on top
_DrawShadowBkgnd
ldx _SortedHead
bmi :empty ; If there is nothing, do nothing
lda _Sprites+SPRITE_ID,x
:empty
rts
; Function to iterate through the object list and build a merged scanline list of areas of the screen that
; need to be drawn with shadowing off.
_BuildShadowList
ldy #0 ; This is the index into the list of shadow segments
ldx _SortedHead
bmi :empty
bra :insert
:preloop
bmi :empty ; If the list is empty / skipped, do nothing
lda _Sprites+SPRITE_ID,x
bit #SPRITE_HIDE ; Make sure we don't do extra work for hidden objects
beq :insert
lda _Sprites+SORTED_NEXT,x
tax
bra :preloop
; Start of loop
:advance
@ -470,6 +758,10 @@ _BuildShadowList
bmi :no_more_sprites ; If not, we can finish up
tax
lda _Sprites+SPRITE_ID,x
bit #SPRITE_HIDE
bne :skip
lda _ShadowListBottom,y ; If the bottom of the current sprite is _less than_ the top of the next
cmp _Sprites+SPRITE_CLIP_TOP,x ; sprite, then there is a gap and we create a new entry
bcc :advance
@ -487,59 +779,6 @@ _BuildShadowList
sty _ShadowListCount
rts
; Run through the shadow list and make a complementary list, e.g
; [[0, 7], [12, 19]] -> [[7, 12], [19, end]]
; [[2, 10], [20, 40]] -> [[0, 2], [10, 20], [40, end]]
_ComplementList
ldy #0
tyx
lda _ShadowListCount
beq :empty_list
lda _ShadowListTop
beq :loop
stz _DirectListTop
sta _DirectListBottom
inx
inx
:loop
lda _ShadowListBottom,y
sta _DirectListTop,x
iny ; Move to the next shadow list record
iny
cpy _ShadowListCount ; Are there any other segments to process
bcs :eol
lda _ShadowListTop,y
sta _DirectListBottom,x ; Finish the direct list entry
inx
inx
bra :loop
:eol
lda ScreenHeight
sta _DirectListBottom,x
inx ; Set the count to N * 2
inx
stx _DirectListCount
rts
:empty_list
lda #1
sta _DirectListCount
stz _DirectListTop
lda ScreenHeight
sta _DirectListBottom
rts
; Iterate through the shadow list and call _BltRange on each
_DrawShadowList
ldx #0
@ -561,7 +800,7 @@ _DrawShadowList
rts
; Run through the list of sprites that are not IS_OFFSCREEN and not OVERLAYS and draw them directly to the graphics screen. We can use
; Run through the list of sprites that are not OFFSCREEN and not OVERLAYS and draw them directly to the graphics screen. We can use
; compiled sprites here, with limitations.
_DrawDirectSprites
lda RenderFlags
@ -578,7 +817,10 @@ _DrawDirectSprites
:iloop
lsr tmp15
bcc :next
jsr :render
phx
jsr _DrawStampToScreen
plx
:next inx
inx
@ -591,27 +833,16 @@ _DrawDirectSprites
bmi :empty
:loop
jsr :render
phx
jsr _DrawStampToScreen
plx
lda _Sprites+SORTED_NEXT,x ; If there another sprite in the list?
tax
bpl :loop
:empty
rts
:render
lda _Sprites+SPRITE_ID,x
bit #SPRITE_OVERLAY
beq *+3
rts
lda _Sprites+SPRITE_STATUS,x
bit #SPRITE_STATUS_HIDDEN
beq *+3
rts
phx
jsr _DrawStampToScreen
plx
rts
; Run through the sorted list and perform a final render the jumps between calling _PEISlam for shadowed lines,
; _BltRange for clean backgrounds and Overlays as needed.
@ -628,112 +859,267 @@ _DrawDirectSprites
;
; Output Should be |-- PEI --||--- Overlay ---||--- PEI --|
; But currently is |-- PEI --||--- Overlay ---|
;
; The conceptual model of this routine is that it toggles between BltRange and PEISlam modes, but overlays are special and get drawn
; immediately but don't change the mode.
;
; General case to handle is this
;
; 0 1 2 3 4 5 6 7 8 9
; |------ sprite ---------| = A
; |-- overlay ------| = B
; |-- sprite -| = C
; |--- sprite ---| = D
;
; To handle this for each, we need to be able to slice off a piece of a sprite or overlay and insert it into the list for
; handling later. In this case, after the range [0, 1] is exposed for A, it should be dropped and moved like this
;
; 0 1 2 3 4 5 6 7 8 9
; |-- overlay ------| = B
; |-- sprite -| = C
; |--- sprite ---| = D
; |--| = A
;
; We can't alter that actual sorted list of items, so we create a reduced list which allows items to be filtered and
; to keep a simple, single-linked list
isNotHidden mac
bit #SPRITE_OVERLAY
bne ]1
bit #SPRITE_HIDE
beq ]1
_DrawFinalPass
:curr_top equ tmp0
:curr_bottom equ tmp1
:curr_type equ tmp2
EOL equ $FFFF
ldx _SortedHead
bmi :empty
lda _Sprites+SPRITE_CLIP_TOP,x ; Load the first object's top edge
beq :loop ; If it's at the top edge of the screen, proceed. Othrewise _BltRange the top range
ldx #0
tay
jsr _BltRange
ldx _SortedHead ; Reload the register
; New approach here. Walk the sorted, double linked list and copy the IDs into an array. There is
; a parallel structure to use later, but this is the easiest thing to work with
_FilterObjectList
ldy #0
ldx _SortedHead ; Walk the list
bra :entry
:loop
lda _Sprites+SPRITE_ID,x ; Save the type of the current segment. Do this first because it can be skipped
and #SPRITE_OVERLAY ; when merging ranges of the same type
sta :curr_type
txa
sta ObjectList+OL_INDEX,y
iny
iny
lda _Sprites+SPRITE_CLIP_TOP,x
sta :curr_top
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Optimistically set the end of the segment to the bottom of this object
inc ; Clip values are on the scanline, so add one to make it a proper interval
:update
sta :curr_bottom
:skip
ldy _Sprites+SORTED_NEXT,x ; If there another object in the list?
bmi :no_more ; If not, we can finish up
lda :curr_bottom ; If the bottom of the current object is _less than_ the top of the next
cmp _Sprites+SPRITE_CLIP_TOP,y ; sprite, then there is a gap and we can draw the current object and a
bcc :advance ; _BltRange up to the next one
; Here, we've established that there is another object segment that starts at or within the bounds of the current
; object. If they are of the same type, then we can merge them and look at the next object in the list; treating
; the merges range as a larger, single object range.
;
; If they are different, then clip the current object range to the top of the next one, render the current object
; range and then take the new object as the current one.
;
; If the first object extends past the second, we are going to miss the remainder of that object. We really need a
; stack to put it on so that it can eventually be processed later.
lda _Sprites+SPRITE_ID,y
and #SPRITE_OVERLAY
cmp :curr_type
bne :no_merge
tyx ; Move the next index into the current
lda _Sprites+SPRITE_CLIP_BOTTOM,y ; Get the bottom value of the next sprite.
inc
cmp :curr_bottom ; If it extends the segment then replace the bottom value, otherwise skip. In
bcc :skip ; either case, the type and top value remain the same
bra :update
; This is a simpler version of the 'advance' below. In this case there are overlapping ranges, so we just need to draw a
; clipped version of the top range and then restart the loop with the next range.
:no_merge
lda _Sprites+SPRITE_CLIP_TOP,y ; Get the top of the next segment
sta :curr_bottom ; Use it as the bottom of the current segment
phy ; Save the next index...
jsr :PEIOrOverlay ; Draw the current segment type
plx ; ...and restore as the current
bra :loop ; Start again
:advance
phy
jsr :PEIOrOverlay ; Draw the appropriate filler
lda 1,s
lda _Sprites+SORTED_NEXT,x
tax
ldy _Sprites+SPRITE_CLIP_TOP,x ; Draw the background in between
ldx :curr_bottom
; brk $34
jsr _BltRange
plx
bra :loop
; List is empty, so just do one big _BltRange with a tail call
:empty
ldx #0
:no_more2
ldy ScreenHeight
jmp _BltRange
:entry
jsr _GetNextItem ; Get the first item from the list
cpx #EOL
bne :loop ; Exit if there are no more items
; Found the end of the list. Draw current object and then blit the rest of the screen
:no_more
jsr :PEIOrOverlay
ldx :curr_bottom
cpx ScreenHeight
bcc :no_more2
sty ObjectListCount
rts
; Help to select between calling an Overlay or PEISlam routine
:PEIOrOverlay
lda :curr_type
bne :overlay
_DrawObjShadow
:top equ tmp8
:bottom equ tmp9
ldx :curr_top
ldy :curr_bottom
jmp _PEISlam
:overlay
ldy #0
cpy ObjectListCount ; Exit if the list of objects is empty
beq :exit
; Initialize with the record
ldx ObjectList+OL_INDEX,y
:loop
lda _Sprites+SPRITE_CLIP_TOP,x ; Get the top scanline
sta :top
lda _Sprites+SPRITE_CLIP_BOTTOM,x
:skip sta :bottom
; Advance to the next record.
iny
iny
cpy ObjectListCount ; Is this the last item
beq :done
; Check to see if the two items overlap
ldx ObjectList+OL_INDEX,y
cmp _Sprites+SPRITE_CLIP_TOP,x ; Compare to the top line of the next item
bcc :no_merge
max _Sprites+SPRITE_CLIP_BOTTOM,x ; Keep the largest of the two bottom values
bra :skip
:no_merge
phx
phy
ldx :top
ldy :bottom
jsr _BltRange
ply
plx
bra :loop
:exit
rts
:done
ldx :top ; X = top line
ldy :bottom ; Y = bottom line
jmp _BltRange ; If so, draw the background and return
;:loop
; Check if the current node and the next node are both sprites and, if they overlap, merge their ranges
; lda _Sprites+SPRITE_ID,x
; ora ObjectList+OL_SPRITE_ID,y
; and #SPRITE_OVERLAY
; bne :no_merge;
; lda ObjectList+OL_CLIP_BOTTOM,y
; cmp _Sprites+SPRITE_CLIP_TOP,x
; bcc :no_merge
; lda _Sprites+SPRITE_CLIP_BOTTOM,x
; max ObjectList+OL_CLIP_BOTTOM,y
; sta ObjectList+OL_CLIP_BOTTOM,y
; bra :skip
;:no_merge
; iny
; iny
; tya
; sta ObjectList+OL_NEXT-2,y ; Store link to this record in the previous node
;:entry
; lda _Sprites+SPRITE_ID,x
; sta ObjectList+OL_SPRITE_ID,y
; lda _Sprites+SPRITE_CLIP_TOP,x
; sta ObjectList+OL_CLIP_TOP,y
; lda _Sprites+SPRITE_CLIP_BOTTOM,x
; sta ObjectList+OL_CLIP_BOTTOM,y
;:skip
; lda _Sprites+SORTED_NEXT,x ; Advance to the next source item
; tax
; jsr _GetNextItem ; Get the first item from the list
; cpx #EOL
; bne :loop ; Exit if there are no valid entries
;:exit
; lda #EOL ; End-of-list marker
; sta ObjectList+OL_NEXT,y
;:empty
; rts
; Walk the object list and call _BltRange for the sprite
_DrawShadowRanges
; Split
;
; Y = current item
; X = next item
;
; Compares the bottom values of X and Y. If the current item extends past the next item, then this splits off the
; bottom ortion of Y and inserts it into the appropriate position in the linked list
split
:prev equ tmp15
lda ObjectList+OL_CLIP_BOTTOM,x ; If the next item is fully within the current one, split
cmp ObjectList+OL_CLIP_BOTTOM,y
bcc :do_split
rts
:do_split
sta ObjectList+OL_CLIP_TOP,y ; Set the top of the current item past the bottom of the next item
:split_lp
lda ObjectList+OL_NEXT,x ; search to find the spot in the linked list that we should
bmi :insert_after ; move the fragment forward to
stx :prev
tax
lda ObjectList+OL_CLIP_TOP,y
cmp ObjectList+OL_CLIP_TOP,x
bcc :insert_before ; If the modified node's top value is <= the node we are inspecting,
beq :insert_before ; then it can be inserted here
bra :split_lp
:insert_before
ldx :prev
lda ObjectList+OL_NEXT,x
; Insert Y node after X node. A = OL_NEXT,x
:insert_after
sta ObjectList+OL_NEXT,y
tya
sta ObjectList+OL_NEXT,x
tyx
rts
; X = top
; A = bottom
; Preserve X, Y
:_BltRange3
phx
phy
tay
jsr _BltRange
ply
plx
rts
_BltRange2
phx
jsr _BltRange
plx
rts
_GetNextItem
cpx #EOL ; early out if we're at the end of the list
bne *+3
rts
lda _Sprites+SPRITE_ID,x ; always return overlays
bit #SPRITE_OVERLAY
beq *+3
rts
bit #SPRITE_HIDE ; skip hidden sprites
bne :next
lda _Sprites+IS_OFF_SCREEN,x ; skip off-screen sprites
bne :next
rts ; found an object to return
:next
lda _Sprites+SORTED_NEXT,x
tax
bra _GetNextItem
DrawOverlayY
phx
phy
txy ; Swap X/Y
plx
phx
jsr _DrawOverlay
ply
plx
rts
DrawOverlayX
phx
phy
jsr _DrawOverlay
ply
plx
rts
; A = top line
; X = sprite record
; Y = bottom line
_DrawOverlay
pha
lda _Sprites+OVERLAY_PROC,x
stal :disp+1
lda _Sprites+OVERLAY_PROC+1,x
@ -747,58 +1133,10 @@ _DrawFinalPass
lda ScreenAddr,x
clc
adc ScreenX0
ldx :curr_top
ldy :curr_bottom
; brk $33
plx
:disp jsl $000000
rts
_DrawComplementList
ldx #0
lda _DirectListCount ; Skip empty lists
beq :out
lda _DirectListTop ; If the first segment starts at 0, begin with _BltRange
beq :blt_range
lda #0
bra :pei_first
:blt_range
phx
lda _DirectListTop,x
ldy _DirectListBottom,x
tax
jsr _BltRange
plx
lda _DirectListBottom,x ; Grab a copy of the bottom of the blit range
inx
inx ; Advance to the next entry
cpx _DirectListCount
bcs :last ; Done, so check if there is any remaining part of the screen to slam
:pei_first
phx
ldy _DirectListTop,x
tax
jsr _PEISlam
plx
bra :blt_range
:last
cmp ScreenHeight ; If the bottom on the last segment didn't come to the bottom of the
bcs :out ; screen, then expose that range
tax
ldy ScreenHeight
jsr _PEISlam
:out
rts
; Helper to set a palette index on a range of SCBs to help show which actions are applied to which lines
DebugSCBs
phx