diff --git a/src/blitter/Tiles.s b/src/blitter/Tiles.s index da3db40..cb4f260 100644 --- a/src/blitter/Tiles.s +++ b/src/blitter/Tiles.s @@ -44,6 +44,119 @@ TILE_VFLIP_BIT equ $0400 TILE_HFLIP_BIT equ $0200 TILE_CTRL_MASK equ $1E00 +; On entry +; +; B is set to the correct BG1 data bank +; A is set to the the tile descriptor +; Y is set to the top-left address of the tile in the BG1 data bank +; +; tmp0/tmp1 is reserved +RenderTileBG1 + tax ; Save the tile descriptor + and #TILE_ID_MASK ; Mask out the ID and save just that + _Mul128 ; multiplied by 128 + pha + + txa + and #TILE_VFLIP_BIT+TILE_HFLIP_BIT ; Only horizontal and vertical flips are supported for BG1 + xba + tax + jmp (:actions,x) + +:actions dw bg1_noflip,bg1_hflip,bg1_vflip,bg1_hvflip + +bg1_noflip + pla + brl _CopyTileBG1 + +bg1_hflip + pla + clc + adc #64 ; Advance to the flipped version + brl _CopyTileBG1 + +bg1_vflip + pla + brl _CopyTileBG1V + +bg1_hvflip + pla + clc + adc #64 ; Advance to the flipped version + brl _CopyTileBG1V + +_CopyTileBG1 tax + + ldal tiledata+0,x + sta: $0000,y + ldal tiledata+2,x + sta: $0002,y + ldal tiledata+4,x + sta $0100,y + ldal tiledata+6,x + sta $0102,y + ldal tiledata+8,x + sta $0200,y + ldal tiledata+10,x + sta $0202,y + ldal tiledata+12,x + sta $0300,y + ldal tiledata+14,x + sta $0302,y + ldal tiledata+16,x + sta $0400,y + ldal tiledata+18,x + sta $0402,y + ldal tiledata+20,x + sta $0500,y + ldal tiledata+22,x + sta $0502,y + ldal tiledata+24,x + sta $0600,y + ldal tiledata+26,x + sta $0602,y + ldal tiledata+28,x + sta $0700,y + ldal tiledata+30,x + sta $0702,y + rts + +_CopyTileBG1V tax + + ldal tiledata+0,x + sta: $0700,y + ldal tiledata+2,x + sta: $0702,y + ldal tiledata+4,x + sta $0600,y + ldal tiledata+6,x + sta $0602,y + ldal tiledata+8,x + sta $0500,y + ldal tiledata+10,x + sta $0502,y + ldal tiledata+12,x + sta $0400,y + ldal tiledata+14,x + sta $0402,y + ldal tiledata+16,x + sta $0300,y + ldal tiledata+18,x + sta $0302,y + ldal tiledata+20,x + sta $0200,y + ldal tiledata+22,x + sta $0202,y + ldal tiledata+24,x + sta $0100,y + ldal tiledata+26,x + sta $0102,y + ldal tiledata+28,x + sta $0000,y + ldal tiledata+30,x + sta $0002,y + rts + ; On entry ; ; B is set to the correct code field bank @@ -77,18 +190,6 @@ RenderTile dw masked,masked_hflip,masked_vflip,masked_hvflip dw dyn_masked,dyn_masked,dyn_masked,dyn_masked -; _CopyTile -; -; Copy a solid tile into one of the code banks -; -; B = bank of the code field -; A = Tile ID (0 - 1023) -; Y = Base Adddress in the code field - -_CopyTile cmp #$0000 ; Fast-path the special zero tile - _Mul128 ; Take care of getting the right tile address - bne CopyTileMem - FillWord0 sta: $0001,y sta: $0004,y @@ -105,32 +206,24 @@ FillWord0 sta $6001,y sta $6004,y sta $7001,y - sta $7004,y ; Fall through here intentionally + sta $7004,y + bra FillPEAOpcode -; For solid tiles -FillPEAOpcode - sep #$20 - lda #$F4 - sta: $0000,y - sta: $0003,y - sta $1000,y - sta $1003,y - sta $2000,y - sta $2003,y - sta $3000,y - sta $3003,y - sta $4000,y - sta $4003,y - sta $5000,y - sta $5003,y - sta $6000,y - sta $6003,y - sta $7000,y - sta $7003,y - rep #$20 - rts +; _CopyTile +; +; Copy a solid tile into one of the code banks +; +; B = bank of the code field +; A = Tile ID (0 - 1023) +; Y = Base Adddress in the code field + + +_CopyTile cmp #$0000 ; Fast-path the special zero tile + beq FillWord0 CopyTileMem + _Mul128 ; Take care of getting the right tile address + CopyTileMem0 tax @@ -165,7 +258,29 @@ CopyTileMem0 ldal tiledata+28,x sta $7004,y ldal tiledata+30,x - sta $7001,y + sta $7001,y ; Fall through + +; For solid tiles +FillPEAOpcode + sep #$20 + lda #$F4 + sta: $0000,y + sta: $0003,y + sta $1000,y + sta $1003,y + sta $2000,y + sta $2003,y + sta $3000,y + sta $3003,y + sta $4000,y + sta $4003,y + sta $5000,y + sta $5003,y + sta $6000,y + sta $6003,y + sta $7000,y + sta $7003,y + rep #$20 rts ; Masked tiles @@ -612,3 +727,47 @@ CopyTile plb ; restore the data bank and return rts +; CopyTileBG1 +; +; A low-level function that copies 8x8 tiles directly into the BG1 data buffer. +; +; A = Tile ID (0 - 511) +; X = Tile column (0 - 40) +; Y = Tile row (0 - 25) +CopyTileBG1 + phb ; save the current bank + phx ; save the original x-value + pha ; save the tile ID + + tya ; lookup the address of the virtual line (y * 8) + asl + asl + asl + asl + tay + + txa + asl + asl ; 4 bytes per tile column + clc + adc BG1YTable,y + tay + + pei BG1DataBank + plb + plb ; set the bank + pla ; pop the tile ID + jsr RenderTileBG1 + + plx ; pop the x-register + plb ; restore the data bank and return + rts + + + + + + + + +