Checkpoint

This commit is contained in:
Lucas Scharenbroich 2022-05-26 19:36:40 -05:00
parent 5577105be8
commit 7909113a97
8 changed files with 363 additions and 913 deletions

View File

@ -39,6 +39,26 @@ ScreenY equ 2
pea #TSZelda
_GTELoadTileSet
; Create stamps for the sprites we are going to use
HERO_SPRITE_1 equ SPRITE_16X16+1
HERO_SLOT equ 0
pea HERO_SPRITE_1 ; sprinte id
pea VBUFF_SPRITE_START ; vbuff address
_GTECreateSpriteStamp
; Create sprites
pea HERO_SPRITE_1 ; sprite id
pea #10 ; screen x-position (<256)
pea #8 ; screen y-position (<256)
pea HERO_SLOT ; sprite slot (0 - 15)
_GTEAddSprite
pea HERO_SLOT ; update the sprite in this slot
pea $0000 ; with these flags (h/v flip)
pea VBUFF_SPRITE_START ; and use this stamp
_GTEUpdateSprite
; Manually fill in the 41x26 tiles of the TileStore with a test pattern.
ldx #0
@ -71,15 +91,10 @@ ScreenY equ 2
; Set the origin of the screen
lda #3
sta ScreenX
lda #10
stz ScreenX
lda #63
sta ScreenY
pea #3
pea #10
_GTESetBG0Origin
; Very simple actions
:evt_loop
pha ; space for result, with pattern

View File

@ -82,7 +82,7 @@ BG1TileMapPtr equ 86
SCBArrayPtr equ 90 ; Used for palette binding
SpriteBanks equ 94 ; Bank bytes for the sprite data and sprite mask
LastRender equ 96 ; Record which reder function was last executed
LastRender equ 96 ; Record which render function was last executed
; gap
SpriteMap equ 100 ; Bitmap of open sprite slots.
ActiveSpriteCount equ 102
@ -96,7 +96,8 @@ LastKey equ 116
LastTick equ 118
ForceSpriteFlag equ 120
Next equ 122
VBuffArrayPtr equ 122
SpriteRemovedFlag equ 126 ; Indicate if any sprites were removed this frame
activeSpriteList equ 128 ; 32 bytes for the active sprite list (can persist across frames)
; tiletmp equ 178 ; 16 bytes of temp storage for the tile renderers
@ -241,3 +242,4 @@ ScreenModeWidth EXT
ScreenModeHeight EXT
_SpriteBits EXT
_SpriteBitsNot EXT
VBuffArrayAddr EXT

View File

@ -20,6 +20,8 @@
; It's important to do _ApplyBG0YPos first because it calculates the value of StartY % 208 which is
; used in all of the other loops
_Render
stz SpriteRemovedFlag ; If we remove a sprite, then we need to flag a rebuild for the next frame
jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
; jsr _ApplyBG1YPos
@ -90,6 +92,12 @@ _Render
stz DirtyBits
stz LastRender ; Mark that a full render was just performed
lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
beq :no_removal
lda #DIRTY_BIT_SPRITE_ARRAY
sta DirtyBits
:no_removal
rts
; The _ApplyTilesFast is the same as _ApplyTiles, but we use the _RenderTileFast subroutine

View File

@ -31,6 +31,178 @@ InitSprites
jsr _CacheSpriteBanks
rts
; _RenderSprites
;
; The function is responsible for updating all of the rendering information based on any changes
; that occured to the sprites on this frame. Sprite handling is one of the most expensive and
; complicated pieces of the rendering pipeline, so these functions are aggressively simplified and
; optimized.
;
; The sprite rendering pipeline is:
;
; 0. Check if any new sprites have been added by testing the DIRTY_BIT_SPRITE_ARRAY. If so, then
; the activeSpriteList (a 32-byte array on the direct page) is rebuilt from the SpriteBits bitmap
; word.
;
; Next, the activeSpriteList is scanned for changes to specific sprites. If the screen has been
; scrolled, then every sprite is considered to have the SPRITE_STATUS_MOVED flag set.
;
; 1. If a sprite is marked as (SPRITE_STATUS_MOVED or SPRITE_STATUS_UPDATED or SPRITE_STATUS_ADDED) and not SPRITE_STATUS_REMOVED
; A. Calculate the TS_COVERAGE_SIZE, TS_LOOKUP_INDEX, and TS_VBUFF_BASE for the sprite
; B. For each tile the sprite overlaps with:
; i. Set its bit in the TileStore's TS_SPRITE_FLAG
; ii. Add the tile to the DirtyTile list
; iii. Set the VBUFF address for the sprite block
; C. If the sprite is not marked as SPRITE_STATUS_ADDED
; i. For each old tile the sprite overlaps with
; a. If it is not marked in the DirtyTile list
; * Clear its bit from the TileStore's TS_SPRITE_FLAG
; * Add the tile to the DirtyTile list
;
; 2. If a sprite is marked as SPRITE_STATUS_REMOVED, then
; A. Clear its bit from the SpriteBits bitmap
; B. For each tile the sprite overlaps with:
; i. Clear its bit from the TileStore's TS_SPRITE_FLAG
; ii. Add the tile to the DirtyTile list
; C. Clear the SPRITE_STATUS flags (work complete)
;
; 3. For each tile on the Dirty Tile list
; A. Place the sprite VBUFF addresses in TS_VBUFF_ADDR_0 through TS_VBUFF_ADDR_3 and set TS_VBUFF_ADDR_COUNT
;
; It is important that this work is done *prior* to any tile map updates so that we can interate over the
; DirtyTile list and *know* that it only contains tiles that are impacted by sprite changes.
_RenderSprites
; Check to see if any sprites have been added or removed. If so, then we regenerate the active
; sprite list. Since adding and removing sprites is rare, this is a worthwhile tradeoff, because
; there are several places where we want to iterate over the all of the sprites, and having a list
; and not have to constantly load and test the SPRITE_STATUS just to skip unused slots can help
; streamline the code.
lda #DIRTY_BIT_SPRITE_ARRAY
trb DirtyBits ; clears the flag, if it was set
beq :no_rebuild
jsr RebuildSpriteArray
:no_rebuild
; First step is to look at the StartX and StartY values. If the screen has scrolled, then it has
; the same effect as moving all of the sprites.
;
; OPTIMIZATION NOTE: Should check that the sprite actually changes position. If the screen scrolls
; by +X, but the sprite moves by -X (so it's relative position is unchanged), then
; it does NOT need to be marked as dirty.
stz ForceSpriteFlag
lda StartX
cmp OldStartX
bne :force_update
lda StartY
cmp OldStartY
beq :no_change
:force_update
lda #SPRITE_STATUS_MOVED
sta ForceSpriteFlag
:no_change
; Dispatch to the update process for sprites. By pre-building the list, we know exactly
; how many sprite to process and they are in a contiguous array. So we don't have to keep
; track of an iteration variable
ldx ActiveSpriteCount
jmp (phase1,x)
; Implement the logic for updating sprite and tile rendering information. Each iteration of the
; ActiveSpriteCount will call this routine with the Y-register set to the sprite index
tmpY equ tmp15
tmpA equ tmp14
_DoPhase1
lda _Sprites+SPRITE_STATUS,y
ora ForceSpriteFlag
sta tmpA
sty tmpY
; First step, if a sprite is being removed, then we just have to clear its old tile information
; and mark the tiles it overlapped as dirty.
bit #SPRITE_STATUS_REMOVED
beq :no_clear
lda _SpriteBits,y ; Clear from the sprite bitmap
sta SpriteRemovedFlag ; Stick a non-zero value here
trb SpriteMap
jmp _ClearSpriteFromTileStore ; Clear the tile flags, add to the dirty tile list and done
; Need to calculate new VBUFF information. The could be reuqired for UPDATED, ADDED or MOVED
; sprites, so we do it unconditionally.
:no_clear
jsr _CalcDirtySprite
; If the sprite is marked as ADDED, then it does not need to have its old tile locations cleared
lda tmpA
bit #SPRITE_STATUS_ADDED
bne :no_move
jsr _ClearSpriteFromTileStore
ldy tmpY
; Anything else (MOVED, UPDATED, ADDED) will need to have the VBUFF information updated and the
; current tiles marked for update
:no_move
jmp _MarkDirtySpriteTiles
; Once all of the sprite values have been calculated, we need to scan the dirty tile list and
; collapse the sprite information down to no more than 4 vbuff references per tile. We used to
; do this on the fly in the renderer, but that required differentiating between tile with and
; without sprites in the core rendering function. My lifting this up, we simplify the core code
; and possible open up some optimization opportunities.
_SetTileStoreVBuffAddrs
; Dispatch table. It's unintersting, so it's tucked out of the way
phase1 dw :phase1_0
dw :phase1_1,:phase1_2,:phase1_3,:phase1_4
dw :phase1_5,:phase1_6,:phase1_7,:phase1_8
dw :phase1_9,:phase1_10,:phase1_11,:phase1_12
dw :phase1_13,:phase1_14,:phase1_15,:phase1_16
:phase1_16 ldy activeSpriteList+30
jsr _DoPhase1
:phase1_15 ldy activeSpriteList+28
jsr _DoPhase1
:phase1_14 ldy activeSpriteList+26
jsr _DoPhase1
:phase1_13 ldy activeSpriteList+24
jsr _DoPhase1
:phase1_12 ldy activeSpriteList+22
jsr _DoPhase1
:phase1_11 ldy activeSpriteList+20
jsr _DoPhase1
:phase1_10 ldy activeSpriteList+18
jsr _DoPhase1
:phase1_9 ldy activeSpriteList+16
jsr _DoPhase1
:phase1_8 ldy activeSpriteList+14
jsr _DoPhase1
:phase1_7 ldy activeSpriteList+12
jsr _DoPhase1
:phase1_6 ldy activeSpriteList+10
jsr _DoPhase1
:phase1_5 ldy activeSpriteList+8
jsr _DoPhase1
:phase1_4 ldy activeSpriteList+6
jsr _DoPhase1
:phase1_3 ldy activeSpriteList+4
jsr _DoPhase1
:phase1_2 ldy activeSpriteList+2
jsr _DoPhase1
:phase1_1 ldy activeSpriteList
jsr _DoPhase1
:phase1_0 jmp _SetTileStoreVBuffAddrs
; Utility function to calculate the difference in tile positions between a sprite's current
; position and it's previous position. This gets interesting because the number of tiles
; that a sprite covers can change based on the relative alignemen of the sprite with the
@ -134,8 +306,6 @@ _AddSprite
; Macro to make the unrolled loop more concise
;
; The macro
;
; 1. Load the tile store address from a fixed offset
; 2. Clears the sprite bit from the TS_SPRITE_FLAG location
; 3. Checks if the tile is dirty and marks it
@ -149,10 +319,15 @@ TSClearSprite mac
lda TileStore+TS_DIRTY,y
bne next
inc
sta TileStore+TS_DIRTY,y
phy
tya
ldy DirtyTileCount
sta DirtyTiles,y
iny
iny
sty DirtyTileCount
next
<<<
@ -161,8 +336,6 @@ next
; This is more efficient, because the work in MarkDirtySprite is independent of the
; sprite size and, by inlining the _PushDirtyTile logic, we can save a fair amount of overhead
_ClearSpriteFromTileStore
tsc
sta tmp1 ; We use the stack as a counter
lda _SpriteBitsNot,y ; Cache this value in a direct page location
sta tmp0
ldx _Sprites+TS_COVERAGE_SIZE,y
@ -172,6 +345,8 @@ csfts_tbl dw csfts_1x1,csfts_1x2,csfts_1x3,csfts_out
dw csfts_3x1,csfts_3x2,csfts_3x3,csfts_out
dw csfts_out,csfts_out,csfts_out,csfts_out
csfts_out rts
csfts_3x3 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 2
@ -182,7 +357,7 @@ csfts_3x3 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 2*{TS_LOOKUP_SPAN*2}
TSClearSprite 2*{TS_LOOKUP_SPAN*2}+2
TSClearSprite 2*{TS_LOOKUP_SPAN*2}+4
jmp csfts_finish
rts
csfts_3x2 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
@ -191,13 +366,13 @@ csfts_3x2 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
TSClearSprite 2*{TS_LOOKUP_SPAN*2}
TSClearSprite 2*{TS_LOOKUP_SPAN*2}+2
jmp csfts_finish
rts
csfts_3x1 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 1*{TS_LOOKUP_SPAN*2}
TSClearSprite 2*{TS_LOOKUP_SPAN*2}
jmp csfts_finish
rts
csfts_2x3 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
@ -206,260 +381,33 @@ csfts_2x3 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 1*{TS_LOOKUP_SPAN*2}
TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
TSClearSprite 1*{TS_LOOKUP_SPAN*2}+4
jmp csfts_finish
rts
csfts_2x2 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 2
TSClearSprite 1*{TS_LOOKUP_SPAN*2}
TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
jmp csfts_finish
rts
csfts_2x1 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 1*{TS_LOOKUP_SPAN*2}
jmp csfts_finish
rts
csfts_1x3 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 2
TSClearSprite 4
jmp csfts_finish
rts
csfts_1x2 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
TSClearSprite 2
jmp csfts_finish
rts
csfts_1x1 ldx _Sprites+TS_LOOKUP_INDEX,y
TSClearSprite 0
; Second phase; put all the dirty tiles on the DirtyTiles list
csfts_finish
tsc
eor #$FFFF
sec
adc tmp1 ; Looks weird, but calculates (tmp1 - acc)
tax ; This is 2 * N where N is the number of dirty tiles
ldy DirtyTileCount ; Grab a copy of the old index (for addressing)
clc
adc DirtyTileCount ; Add the new items to the list
sta DirtyTileCount
jmp (dtloop,x)
dtloop dw csfts_out, dtloop1, dtloop2, dtloop3
dw dtloop4, dtloop5, dtloop6, dtloop7
dw dtloop8, dtloop9, dtloop10, dtloop11
dtloop11 pla
sta DirtyTiles+20,y
dtloop10 pla
sta DirtyTiles+18,y
dtloop9 pla
sta DirtyTiles+16,y
dtloop8 pla
sta DirtyTiles+14,y
dtloop7 pla
sta DirtyTiles+12,y
dtloop6 pla
sta DirtyTiles+10,y
dtloop5 pla
sta DirtyTiles+8,y
dtloop4 pla
sta DirtyTiles+6,y
dtloop3 pla
sta DirtyTiles+4,y
dtloop2 pla
sta DirtyTiles+2,y
dtloop1 pla
sta DirtyTiles+0,y
csfts_out rts
; This function looks at the sprite list and renders the sprite plane data into the appropriate
; tiles in the code field. There are a few phases to this routine. The assumption is that
; any sprite that needs to be re-drawn has been marked as DIRTY or DAMAGED.
;
; A DIRTY sprite is one that has moved, so it needs to be erased/redrawn in the sprite
; buffer AND the tiles it covers marked for refresh. A DAMAGED sprite shared one or more
; tiles with a DIRTY sprite, so it needs to be redraw in the sprite buffer (but not erased!)
; and its tile do NOT need to be marked for refresh.
;
; In the first phase, we run through the list of dirty sprites and erase them from their
; OLD_VBUFF_ADDR. This clears the sprite plane buffers. We also iterate through the
; TILE_STORE_ADDR_X array and mark all of the tile store location that this sprite had occupied
; as dirty, as well as removing this sprite from the TS_SPRITE_FLAG bitfield.
;
; A final aspect is that any of the sprites indicated in the TS_SPRITE_FLAG are marked to be
; drawn in the next phase (since a portion of their content may have been erased if they overlap)
;
; In the second phase, the sprite is re-drawn into the sprite plane buffers and the appropriate
; Tile Store locations are marked as dirty. It is important to recognize that the sprites themselves
; can be marked dirty, and the underlying tiles in the tile store are independently marked dirty.
phase1 dw :phase1_0
dw :phase1_1,:phase1_2,:phase1_3,:phase1_4
dw :phase1_5,:phase1_6,:phase1_7,:phase1_8
dw :phase1_9,:phase1_10,:phase1_11,:phase1_12
dw :phase1_13,:phase1_14,:phase1_15,:phase1_16
:phase1_16
ldy activeSpriteList+30
jsr _DoPhase1
:phase1_15
ldy activeSpriteList+28
jsr _DoPhase1
:phase1_14
ldy activeSpriteList+26
jsr _DoPhase1
:phase1_13
ldy activeSpriteList+24
jsr _DoPhase1
:phase1_12
ldy activeSpriteList+22
jsr _DoPhase1
:phase1_11
ldy activeSpriteList+20
jsr _DoPhase1
:phase1_10
ldy activeSpriteList+18
jsr _DoPhase1
:phase1_9
ldy activeSpriteList+16
jsr _DoPhase1
:phase1_8
ldy activeSpriteList+14
jsr _DoPhase1
:phase1_7
ldy activeSpriteList+12
jsr _DoPhase1
:phase1_6
ldy activeSpriteList+10
jsr _DoPhase1
:phase1_5
ldy activeSpriteList+8
jsr _DoPhase1
:phase1_4
ldy activeSpriteList+6
jsr _DoPhase1
:phase1_3
ldy activeSpriteList+4
jsr _DoPhase1
:phase1_2
ldy activeSpriteList+2
jsr _DoPhase1
:phase1_1
ldy activeSpriteList
jsr _DoPhase1
:phase1_0
jmp phase1_rtn
; If this sprite has been MOVED or REMOVED, then clear its bit from the TS_SPRITE_FLAG in
; all of the tile store locations that it occupied on the previous frame and add those
; tile store locations to the dirty tile list.
_DoPhase1
lda _Sprites+SPRITE_STATUS,y
ora ForceSpriteFlag
bit #SPRITE_STATUS_MOVED+SPRITE_STATUS_REMOVED
beq :no_clear
jsr _ClearSpriteFromTileStore
:no_clear
; Check to see if sprite was REMOVED If so, clear the sprite slot status
lda _Sprites+SPRITE_STATUS,y
bit #SPRITE_STATUS_REMOVED
beq :out
lda #SPRITE_STATUS_EMPTY ; Mark as empty (zero value)
sta _Sprites+SPRITE_STATUS,y
lda _SpriteBits,y ; Clear from the sprite bitmap
trb SpriteMap
:out
rts
; Second phase takes care of drawing the sprites and marking the tiles that will need to be merged
; with pixel data from the sprite plane
phase2 dw :phase2_0
dw :phase2_1,:phase2_2,:phase2_3,:phase2_4
dw :phase2_5,:phase2_6,:phase2_7,:phase2_8
dw :phase2_9,:phase2_10,:phase2_11,:phase2_12
dw :phase2_13,:phase2_14,:phase2_15,:phase2_16
:phase2_16
ldy activeSpriteList+30
jsr _DoPhase2
:phase2_15
ldy activeSpriteList+28
jsr _DoPhase2
:phase2_14
ldy activeSpriteList+26
jsr _DoPhase2
:phase2_13
ldy activeSpriteList+24
jsr _DoPhase2
:phase2_12
ldy activeSpriteList+22
jsr _DoPhase2
:phase2_11
ldy activeSpriteList+20
jsr _DoPhase2
:phase2_10
ldy activeSpriteList+18
jsr _DoPhase2
:phase2_9
ldy activeSpriteList+16
jsr _DoPhase2
:phase2_8
ldy activeSpriteList+14
jsr _DoPhase2
:phase2_7
ldy activeSpriteList+12
jsr _DoPhase2
:phase2_6
ldy activeSpriteList+10
jsr _DoPhase2
:phase2_5
ldy activeSpriteList+8
jsr _DoPhase2
:phase2_4
ldy activeSpriteList+6
jsr _DoPhase2
:phase2_3
ldy activeSpriteList+4
jsr _DoPhase2
:phase2_2
ldy activeSpriteList+2
jsr _DoPhase2
:phase2_1
ldy activeSpriteList
jsr _DoPhase2
:phase2_0
jmp phase2_rtn
_DoPhase2
lda _Sprites+SPRITE_STATUS,y
beq :out ; If phase 1 marked us as empty, do nothing
ora ForceSpriteFlag
and #SPRITE_STATUS_ADDED+SPRITE_STATUS_MOVED+SPRITE_STATUS_UPDATED
beq :out
; Last thing to do, so go ahead and clear the flags
lda #SPRITE_STATUS_OCCUPIED
sta _Sprites+SPRITE_STATUS,y
; Mark the appropriate tiles as dirty and as occupied by a sprite so that the ApplyTiles
; subroutine will combine the sprite data with the tile data into the code field where it
; can be drawn to the screen. This routine is also responsible for setting the specific
; VBUFF address for each sprite's tile sheet position
; jmp _MarkDirtySprite
:out
rts
; Use the blttmp space to build the active sprite list. Since the sprite tiles are not drawn until later,
@ -504,71 +452,6 @@ RebuildSpriteArray
stx ActiveSpriteCount
rts
_RenderSprites
; Check to see if any sprites have been added or removed. If so, then we regenerate the active
; sprite list. Since adding and removing sprites is rare, this is a worthwhile tradeoff, because
; there are several places where we want to iterate over the all of the sprites, and having a list
; and not have to constantly load and test the SPRITE_STATUS just to skip unused slots can help
; streamline the code.
lda #DIRTY_BIT_SPRITE_ARRAY
trb DirtyBits ; clears the flag, if it was set
beq :no_rebuild
jsr RebuildSpriteArray
:no_rebuild
; First step is to look at the StartX and StartY values. If the screen has scrolled, then it has
; the same effect as moving all of the sprites.
;
; OPTIMIZATION NOTE: Should check that the sprite actually changes position. If the screen scrolls
; by +X, but the sprite moves by -X (so it's relative position is unchanged), then
; it does NOT need to be marked as dirty.
;
; OPTIMIZATION NOTE: At this point, a decent chunk of per-tile time is spent cupdating the sprite flgas
; for a given TileStore entry. When a sprite needs to be redrawn (such as when the
; screen scrolls), the code marks every tile the sprite was on as no longer occupied
; and then marks the occupied tiles. While simple, this is very redundent when the
; screen in scrolling slowly since it is very likely that the same sprite covers the
; exact same tiles. Each pair of markings requires 35 cycles, so a basic 16x16 sprite
; could save >300 cycles per frame. With 4 or 5 sprites on screen, the saving passes
; our 1% threshold for useful optimizations.
;
; Since we cache the tile location and effective sprite coverage, we need a fast
; way to compare the old and new positions and get a list of the new tiles the sprite
; occupies and old locations that it no longer covers. It's possible that just testing
; for equality would be the easiest win to know when we can skip everything.
stz ForceSpriteFlag
lda StartX
cmp OldStartX
bne :force_update
lda StartY
cmp OldStartY
beq :no_change
:force_update
lda #SPRITE_STATUS_MOVED
sta ForceSpriteFlag
:no_change
; Dispatch to the first phase of rendering the sprites. By pre-building the list, we know exactly
; how many sprite to process and they are in a contiguous array. So we on't have to keep track
; of an iterating variable
ldx ActiveSpriteCount
; jmp (phase1,x)
phase1_rtn
; Dispatch to the second phase of rendering the sprites.
ldx ActiveSpriteCount
; jmp (phase2,x)
phase2_rtn
rts
; _GetTileAt
;
; Given a relative playfield coordinate [0, ScreenWidth), [0, ScreenHeight) return the
@ -679,13 +562,14 @@ _PrecalcAllSpriteInfo
; and #$3E00
xba
and #$0006
tay
lda _Sprites+VBUFF_ADDR,x
clc
adc _stamp_step,y
sta _Sprites+SPRITE_DISP,x
; Set the
txy ; swap X/Y for this...
tax
lda _Sprites+VBUFF_ADDR,y
clc
adcl _stamp_step,x
sta _Sprites+SPRITE_DISP,y
tyx
; Set the sprite's width and height
lda #4

View File

@ -38,15 +38,28 @@ VBuffOrigin equ tmp11
; ...
;
; For the Y-coordinate, we just use "mod 8" instead of "mod 4"
;
; When this subroutine is completed, the following values will be calculated
;
; _Sprites+TS_COVERAGE_SIZE : The number of horizontal and vertical playfield tiles covered by the sprite
; _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
;
mdsOut2
lda #6 ; Pick a value for a 0x0 tile sprite
sta _Sprites+TS_COVERAGE_SIZE,y ; zero the list of tile store addresses
rts
_MarkDirtySprite
_CalcDirtySprite
lda _Sprites+IS_OFF_SCREEN,y ; Check if the sprite is visible in the playfield
bne mdsOut2
; Copy the current values into the old value slots
lda _Sprites+TS_COVERAGE_SIZE,y
sta _Sprites+OLD_TS_COVERAGE_SIZE,y
lda _Sprites+TS_LOOKUP_INDEX,y
sta _Sprites+OLD_TS_LOOKUP_INDEX,y
; Add the first visible row of the sprite to the Y-scroll offset to find the first line in the
; code field that needs to be drawn. The range of values is 0 to 199+207 = [0, 406]
@ -77,10 +90,10 @@ _MarkDirtySprite
and #$0018
sta AreaIndex
txa
txa ; Get the verical offset in the VBUFF memory
asl
tax
lda :vbuff_mul,x
ldal :vbuff_mul,x
sta tmp0
; Add the horizontal position to the horizontal offset to find the first column in the
@ -91,12 +104,10 @@ _MarkDirtySprite
adc StartXMod164
tax
and #$FFFC
lsr
; sta ColLeft ; Even numbers from [0, 160] (80 elements)
lsr ; Even numbers from [0, 160] (80 elements)
adc RowTop
sta _Sprites+TS_LOOKUP_INDEX,y ; This is the index into the TileStoreLookup table
; 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.
@ -111,14 +122,7 @@ _MarkDirtySprite
eor #$FFFF ; A = -X - 1
sec ; C = 1
adc _Sprites+SPRITE_DISP,y ; A = SPRITE_DISP + (-X - 1) + 1 = SPRITE_DISP - X
sta VBuffOrigin ; this is the final (adjusted) origin for this sprite
; Load the base address of the appropriate TS_VBUFF_? offset for this sprite index and
; store it as an indirect address.
lda _Sprites+TS_VBUFF_BASE_ADDR,y
sta tmp0
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
@ -136,101 +140,26 @@ _MarkDirtySprite
; Then, when we need to erase we can just lookup the values in the TileStoreLookup table.
sta _Sprites+TS_COVERAGE_SIZE,y
tax
; lda TileStoreBaseIndex
; sta _Sprites+TS_LOOKUP_INDEX,y
; Jump to the appropriate marking routine
jmp (:mark,x)
mdsOut rts
;_MarkDirtySprite
;
; lda #0
; sta _Sprites+TILE_STORE_ADDR_1,y ; Clear this sprite's dirty tile list in case of an early exit
; lda _SpriteBits,y ; Cache its bit flag to mark in the tile slots
; sta SpriteBit
; lda _Sprites+IS_OFF_SCREEN,y ; Check if the sprite is visible in the playfield
; bne mdsOut
; At this point we know that we have to update the tiles that overlap the sprite's rectangle defined
; by (Top, Left), (Bottom, Right). First, calculate the row and column in the TileStore that
; encloses the top-left on-screen corner of the sprite
; NOTE: The VBuffArrayAddr lookup table is set up so that each sprite's vbuff address is stored in a
; parallel structure to the Tile Store. This allows up to use the same TileStoreLookup offset
; to index into the array of 16 sprite VBUFF addresses that are bound to a given tile
_MarkDirtySpriteTiles
lda VBuffArrayAddr,y ; Get the base address for the TileStore VBuff array for this sprite
sta VBuffArrayPtr
; clc
; lda _Sprites+SPRITE_CLIP_TOP,y
; adc StartYMod208 ; Adjust for the scroll offset
; tax ; cache
; cmp #208 ; check if we went too far positive
; bcc *+5
; sbc #208
; lsr
; lsr ; This is the row in the Tile Store for top-left corner of the sprite
; and #$FFFE ; Store the value pre-multiplied by 2 for indexing in the :mark_R_C routines
; sta RowTop
lda _Sprites+TS_VBUFF_BASE,y ; This is the final upper-left cornder for this frame
sta VBuffOrigin
; Next, calculate how many tiles are covered by the sprite. This uses the table at the top of this function, but
; the idea is that for every increment of StartX or StartY, that can shift the sprite into the next tile, up to
; a maximum of mod 4 / mod 8. So the effective width of a sprite is (((StartX + Clip_Left) mod 4) + Clip_Width) / 4
lda _SpriteBits,y
sta SpriteBit
; txa
; and #$0007
; sta tmp0 ; save to adjust sprite origin
clc
ldx _Sprites+TS_COVERAGE_SIZE,y
jmp (:mark,x)
; lda _Sprites+SPRITE_CLIP_HEIGHT,y ; Nominal value between 0 and 16+7 = 23 = 10111
; dec
; clc
; adc tmp0
; and #$0018
; sta AreaIndex
; Repeat to get the same information for the columns
; clc
; lda _Sprites+SPRITE_CLIP_LEFT,y
; adc StartXMod164
; tax
; cmp #164
; bcc *+5
; sbc #164
; lsr
; and #$FFFE ; Same pre-multiply by 2 for later
; sta ColLeft
; txa
; and #$0003
; sta tmp1 ; save to adjust sprite origin;
; lda _Sprites+SPRITE_CLIP_WIDTH,y ; max width = 8 = 0x08
; dec
; clc
; adc tmp1
; lsr ; max value = 4 = 0x04
; and #$0006
; ora AreaIndex
; sta AreaIndex
; Calculate the modified origin address for the sprite. We need to look at the sprite flip bits
; to determine which of the four sprite stamps is the correct one to use. Then, offset that origin
; based on the (x, y) and (startx, starty) positions.
; lda _Sprites+SPRITE_DISP,y ; Get the sprite's base display address
; sec
; sbc tmp1 ; Subtract the horizontal within-tile displacement
; asl tmp0
; ldx tmp0
; sec
; sbc :vbuff_mul,x
; sta VBuffOrigin
; lda #^TileStore
; sta tmp1
; Dispatch to cover the tiles
; ldx AreaIndex
; jmp (:mark,x)
:mark dw :mark1x1,:mark1x2,:mark1x3,mdsOut
dw :mark2x1,:mark2x2,:mark2x3,mdsOut
dw :mark3x1,:mark3x2,:mark3x3,mdsOut
@ -238,509 +167,110 @@ mdsOut rts
:vbuff_mul dw 0,52,104,156,208,260,312,364
; Dispatch to the calculated sizing
; Begin a list of subroutines to cover all of the valid sprite size combinations. This is all unrolled code,
; mainly to be able to do an unrolled fill of the TILE_STORE_ADDR_X values. Thus, it's important that the clipping
; function does its job properly since it allows us to save a lot of time here.
; Pair of macros to make the unrolled loop more concise
;
; These functions are a trade off of being composable versus fast. Having to pay for multiple JSR/RTS invocations
; in the hot sprite path isn't great, but we're at a point of diminishing returns.
; 1. Load the tile store address from a fixed offset
; 2. Set the sprite bit from the TS_SPRITE_FLAG location
; 3. Checks if the tile is dirty and marks it
; 4. If the tile was dirty, save the tile store address to be added to the DirtyTiles list later
; 5. Sets the VBUFF address for the current sprite slot
;
; There *might* be some speed gained by pushing a list of :mark_R_C addressed onto the stack in the clipping routing
; and dispatching that way, but probably not...
; The second macro is the same as the first, but the VBUFF calculation is moved up so that the value
; from the previous step can be reused and save a load every other step.
TSSetSprite mac
ldy TileStoreLookup+]1,x
:mark1x1_v2
tax ; Get the TileStoreBaseIndex
ldy TileStoreLookup,x ; Get the offset into the TileStore for this tile
lda SpriteBit ; Mark this tile as having this sprite
lda SpriteBit
ora TileStore+TS_SPRITE_FLAG,y
sta TileStore+TS_SPRITE_FLAG,y
lda VBuffOrigin
sta (tmp0),y ; Fill in the slot for this sprite on this tile
adc ]2
sta [tmp0],y ; This is *very* carefully constructed....
lda TileStore+TS_DIRTY,y ; If this tile is not yet marked dirty, mark it
bne exit1x1
lda TileStore+TS_DIRTY,y
bne next
ldx DirtyTileCount
tya
sta DirtyTiles,x
inc
sta TileStore+TS_DIRTY,y
inx
inx
stx DirtyTileCount
exit1x1
rts
:mark2x2_v2
; Put the TileStoreBaseIndex into the X-register
tax
; Push a sentinel value of the stack that we use to inline all of the dirty tile array updates faster
; and the end of this routine.
pea #$0000
; Now, move through each of the TileStore locations and set the necessary fields. We have to do the
; following
;
; 1. Set the marker bit in the TS_SPRITE_FLAG so the renderer knows which vbuff addresses to load
; 2. Set the address of the sprite stamp graphics that are used. This can change every frame.
; 3. Mark the tile as dirty and put it on the list if it was marked dirty for the first time.
ldy TileStoreLookup,x ; Get the offset into the TileStore for this tile
lda SpriteBit ; Mark this tile as having this sprite
ora TileStore+TS_SPRITE_FLAG,y
sta TileStore+TS_SPRITE_FLAG,y
lda TileStore+TS_DIRTY,y ; If this tile is not yet marked dirty, queue it up
bne *+3
phy
lda VBuffOrigin
sta (tmp0),y ; Fill in the slot for this sprite on this tile
; Move to the next tile
ldy TileStoreLookup+2,x
adc #4 ; Weave in the VBuffOrigin values to save a load every
sta (tmp0),y ; other iteration
lda SpriteBit
ora TileStore+TS_SPRITE_FLAG,y
sta TileStore+TS_SPRITE_FLAG,y
lda TileStore+TS_DIRTY,y
bne *+3
phy
; Third tile
ldy TileStoreLookup+TS_LOOKUP_SPAN,x
lda SpriteBit
ora TileStore+TS_SPRITE_FLAG,y
sta TileStore+TS_SPRITE_FLAG,y
lda TileStore+TS_DIRTY,y
bne *+3
phy
lda VBuffOrigin
adc #SPRITE_PLANE_SPAN
sta (tmp0),y
; Fourth tile
ldy TileStoreLookup+TS_LOOKUP_SPAN+2,x
adc #4+SPRITE_PLANE_SPAN
sta (tmp0),y
lda SpriteBit
ora TileStore+TS_SPRITE_FLAG,y
sta TileStore+TS_SPRITE_FLAG,y
; Lift this above the last TS_DIRTY check
ldx DirtyTileCount
; Check the TS_DIRTY flag for this tile. We handle it immediately, if needed
lda TileStore+TS_DIRTY,y
bne skip
; Now, update the Dirty Tile array
tya
sta DirtyTiles,x
sta TileStore+TS_DIRTY,y
skip
pla
beq :done1
sta DirtyTiles+2,x
tay
sta TileStore+TS_DIRTY,y
pla
beq :done2
sta DirtyTiles+4,x
tay
sta TileStore+TS_DIRTY,y
pla
beq :done3
sta DirtyTiles+6,x
tay
sta TileStore+TS_DIRTY,y
; Maximum number of dirty tiles reached. Just fall through.
pla
txa
adc #8
sta DirtyTileCount
rts
:done3
txa
adc #6
sta DirtyTileCount
rts
:done2
txa
adc #4
sta DirtyTileCount
rts
:done1
inx
inx
stx DirtyTileCount
rts
ldy DirtyTileCount
sta DirtyTiles,y
iny
iny
sty DirtyTileCount
next
<<<
:mark1x1
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_2,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2};#0
rts
; NOTE: If we rework the _PushDirtyTile to use the Y register instead of the X register, we can
; optimize all of these :mark routines as
;
; :mark1x1
; jsr :mark_0_0
; sty _Sprites+TILE_STORE_ADDR_1,x
; stz _Sprites+TILE_STORE_ADDR_2,y
; rts
:mark1x2
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_2,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_3,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
rts
:mark1x3
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_0_2
; sta _Sprites+TILE_STORE_ADDR_3,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_4,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+4;#{0*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
rts
:mark2x1
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_2,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_3,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
rts
:mark2x2
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_3,y
jsr :mark_1_1
; sta _Sprites+TILE_STORE_ADDR_4,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_5,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+2;#{1*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
rts
:mark2x3
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_0_2
; sta _Sprites+TILE_STORE_ADDR_3,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_4,y
jsr :mark_1_1
; sta _Sprites+TILE_STORE_ADDR_5,y
jsr :mark_1_2
; sta _Sprites+TILE_STORE_ADDR_6,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_7,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+4;#{0*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+2;#{1*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+4;#{1*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
rts
:mark3x1
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_2_0
; sta _Sprites+TILE_STORE_ADDR_3,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_4,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+0;#{2*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
rts
:mark3x2
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_2_0
; sta _Sprites+TILE_STORE_ADDR_3,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_4,y
jsr :mark_1_1
; sta _Sprites+TILE_STORE_ADDR_5,y
jsr :mark_2_1
; sta _Sprites+TILE_STORE_ADDR_6,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_7,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+2;#{1*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+0;#{2*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+2;#{2*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
rts
:mark3x3
jsr :mark_0_0
; sta _Sprites+TILE_STORE_ADDR_1,y
jsr :mark_1_0
; sta _Sprites+TILE_STORE_ADDR_2,y
jsr :mark_2_0
; sta _Sprites+TILE_STORE_ADDR_3,y
jsr :mark_0_1
; sta _Sprites+TILE_STORE_ADDR_4,y
jsr :mark_1_1
; sta _Sprites+TILE_STORE_ADDR_5,y
jsr :mark_2_1
; sta _Sprites+TILE_STORE_ADDR_6,y
jsr :mark_0_2
; sta _Sprites+TILE_STORE_ADDR_7,y
jsr :mark_1_2
; sta _Sprites+TILE_STORE_ADDR_8,y
jsr :mark_2_2
; sta _Sprites+TILE_STORE_ADDR_9,y
; lda #0
; sta _Sprites+TILE_STORE_ADDR_10,y
ldx _Sprites+TS_LOOKUP_INDEX,y
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+0;#{0*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+2;#{0*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 0*{TS_LOOKUP_SPAN*2}+4;#{0*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+0;#{1*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+2;#{1*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 1*{TS_LOOKUP_SPAN*2}+4;#{1*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+0;#{2*VBUFF_TILE_ROW_BYTES}+{0*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+2;#{2*VBUFF_TILE_ROW_BYTES}+{1*VBUFF_TILE_COL_BYTES}
TSSetSprite 2*{TS_LOOKUP_SPAN*2}+4;#{2*VBUFF_TILE_ROW_BYTES}+{2*VBUFF_TILE_COL_BYTES}
rts
; Begin List of subroutines to mark each tile offset
:mark_0_0
ldx RowTop
lda ColLeft
clc
adc TileStoreYTable,x ; Fixed offset to the next row
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
sta [tmp0],y
; lda VBuffOrigin ; This is an interesting case. The mapping between the tile store
; adc #{0*4}+{0*256} ; and the sprite buffers changes as the StartX, StartY values change
; stal TileStore+TS_SPRITE_ADDR,x ; but don't depend on any sprite information. However, by setting the
; value only for the tiles that get added to the dirty tile list, we
; can avoid recalculating over 1,000 values whenever the screen scrolls
; (which is common) and just limit it to the number of tiles covered by
; the sprites. If the screen is not scrolling and the sprites are not
; moving and they are being dirtied, then we may do more work, but the
; odds are in our favor to just take care of it here.
; lda TileStore+TS_SPRITE_FLAG,x
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX ; Needs X = tile store offset; destroys A,X. Returns X in A
:mark_1_0
lda ColLeft
ldx RowTop
clc
adc TileStoreYTable+2,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{0*4}+{1*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_2_0
lda ColLeft
ldx RowTop
clc
adc TileStoreYTable+4,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{0*4}+{2*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_0_1
ldx ColLeft
lda NextCol+2,x
ldx RowTop
clc
adc TileStoreYTable,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{1*4}+{0*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_1_1
ldx ColLeft
lda NextCol+2,x
ldx RowTop
clc
adc TileStoreYTable+2,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{1*4}+{1*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_2_1
ldx ColLeft
lda NextCol+2,x
ldx RowTop
clc
adc TileStoreYTable+4,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{1*4}+{2*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_0_2
ldx ColLeft
lda NextCol+4,x
ldx RowTop
clc
adc TileStoreYTable,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{2*4}+{0*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_1_2
ldx ColLeft
lda NextCol+4,x
ldx RowTop
clc
adc TileStoreYTable+2,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{2*4}+{1*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
:mark_2_2
ldx ColLeft
lda NextCol+4,x
ldx RowTop
clc
adc TileStoreYTable+4,x
tax
ldal TileStore+TS_VBUFF_ARRAY_ADDR,x
sta tmp0
lda VBuffOrigin
adc #{2*4}+{2*8*SPRITE_PLANE_SPAN}
sta [tmp0],y
lda SpriteBit
oral TileStore+TS_SPRITE_FLAG,x
stal TileStore+TS_SPRITE_FLAG,x
jmp _PushDirtyTileX
; End list of subroutines to mark dirty tiles
; Range-check and clamp the vertical part of the sprite. When this routine returns we will have valid
; values for the tile-top and row-top. Also, the accumulator will return the number of rows to render,
; a value of zero means that all of the sprite's rows are off-screen.
;
; This subroutine takes are of calculating the extra tile for unaligned accesses, too.
;_SpriteHeight dw 8,8,16,16
;_SpriteHeightMinus1 dw 7,7,15,15
;_SpriteRows dw 1,1,2,2
;_SpriteWidth dw 4,8,4,8
;_SpriteWidthMinus1 dw 3,7,3,7
;_SpriteCols dw 1,2,1,2

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@ -309,6 +309,7 @@ _TSUpdateSprite
put Graphics.s
put Tiles.s
put Sprite.s
put Sprite2.s
put SpriteRender.s
put Render.s
put tiles/DirtyTileQueue.s

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@ -368,11 +368,15 @@ DefaultPalette ENT
; 8. Game Boy Color : 20 x 18 160 x 144 (11,520 bytes ( 36.0%))
; 9. Agony (Amiga) : 36 x 24 288 x 192 (27,648 bytes ( 86.4%))
; 10. Atari Lynx : 20 x 13 160 x 102 (8,160 bytes ( 25.5%))
ScreenModeWidth ENT
ScreenModeWidth ENT
dw 320,272,256,256,280,256,240,288,160,288,160,320
ScreenModeHeight ENT
ScreenModeHeight ENT
dw 200,192,200,176,160,160,160,128,144,192,102,1
; List of addresses of the VBuff arrays for each Tile Store entry, indexed by sprite index
VBuffArrayAddr ENT
ds MAX_SPRITES*2
; Convert sprite index to a bit position
_SpriteBits ENT
dw $0001,$0002,$0004,$0008,$0010,$0020,$0040,$0080,$0100,$0200,$0400,$0800,$1000,$2000,$4000,$8000

View File

@ -45,18 +45,34 @@ SPRITE_STATUS_MOVED equ $0002 ; Sprite's position was changed
SPRITE_STATUS_UPDATED equ $0004 ; Sprite's non-position attributes were changed
SPRITE_STATUS_REMOVED equ $0008 ; Sprite has been removed.
SPRITE_STATUS equ {MAX_SPRITES*0}
; TILE_DATA_OFFSET equ {MAX_SPRITES*2}
VBUFF_ADDR equ {MAX_SPRITES*4} ; Base address of the sprite's stamp in the data/mask banks
SPRITE_ID equ {MAX_SPRITES*6}
SPRITE_X equ {MAX_SPRITES*8}
SPRITE_Y equ {MAX_SPRITES*10}
; TILE_STORE_ADDR_1 equ {MAX_SPRITES*12}
TS_LOOKUP_INDEX equ {MAX_SPRITES*12} ; The index into the TileStoreLookup table corresponding to the top-left corner of the sprite
; TILE_STORE_ADDR_2 equ {MAX_SPRITES*14}
TS_COVERAGE_SIZE equ {MAX_SPRITES*14} ; Index into the lookup table of how many TileStore tiles are covered by this sprite
; These values are set by the user
SPRITE_STATUS equ {MAX_SPRITES*0}
SPRITE_ID equ {MAX_SPRITES*2}
SPRITE_X equ {MAX_SPRITES*4}
SPRITE_Y equ {MAX_SPRITES*6}
; These values are cached / calculated during the rendering process
VBUFF_ADDR equ {MAX_SPRITES*8} ; Base address of the sprite's stamp in the data/mask banks
TS_LOOKUP_INDEX equ {MAX_SPRITES*10} ; The index from the TileStoreLookup table that corresponds to the top-left corner of the sprite
TS_COVERAGE_SIZE equ {MAX_SPRITES*12} ; Representation of how many TileStore tiles (NxM) are covered by this sprite
OLD_TS_LOOKUP_INDEX equ {MAX_SPRITES*14} ; Copy of the values to support diffing
OLD_TS_COVERAGE_SIZE equ {MAX_SPRITES*16}
SPRITE_DISP equ {MAX_SPRITES*18} ; Cached address of the specific stamp based on sprite flags
SPRITE_CLIP_LEFT equ {MAX_SPRITES*20}
SPRITE_CLIP_RIGHT equ {MAX_SPRITES*22}
SPRITE_CLIP_TOP equ {MAX_SPRITES*24}
SPRITE_CLIP_BOTTOM equ {MAX_SPRITES*26}
IS_OFF_SCREEN equ {MAX_SPRITES*28}
SPRITE_WIDTH equ {MAX_SPRITES*30}
SPRITE_HEIGHT equ {MAX_SPRITES*32}
SPRITE_CLIP_WIDTH equ {MAX_SPRITES*34}
SPRITE_CLIP_HEIGHT equ {MAX_SPRITES*36}
TS_VBUFF_BASE equ {MAX_SPRITES*38} ; Finalized VBUFF address based on the sprite position and tile offsets
;TILE_DATA_OFFSET equ {MAX_SPRITES*2}
;TILE_STORE_ADDR_1 equ {MAX_SPRITES*12}
;TILE_STORE_ADDR_2 equ {MAX_SPRITES*14}
;TILE_STORE_ADDR_3 equ {MAX_SPRITES*16}
TS_VBUFF_BASE_ADDR equ {MAX_SPRITES*16} ; Fixed address of the TS_VBUFF_X memory locations
;TS_VBUFF_BASE_ADDR equ {MAX_SPRITES*16} ; Fixed address of the TS_VBUFF_X memory locations
;TILE_STORE_ADDR_4 equ {MAX_SPRITES*18}
;TILE_STORE_ADDR_5 equ {MAX_SPRITES*20}
;TILE_STORE_ADDR_6 equ {MAX_SPRITES*22}
@ -64,16 +80,6 @@ TS_VBUFF_BASE_ADDR equ {MAX_SPRITES*16} ; Fixed address of the TS_VBUFF_X
;TILE_STORE_ADDR_8 equ {MAX_SPRITES*26}
;TILE_STORE_ADDR_9 equ {MAX_SPRITES*28}
;TILE_STORE_ADDR_10 equ {MAX_SPRITES*30}
SPRITE_DISP equ {MAX_SPRITES*32} ; cached address of the specific stamp based on flags
SPRITE_CLIP_LEFT equ {MAX_SPRITES*34}
SPRITE_CLIP_RIGHT equ {MAX_SPRITES*36}
SPRITE_CLIP_TOP equ {MAX_SPRITES*38}
SPRITE_CLIP_BOTTOM equ {MAX_SPRITES*40}
IS_OFF_SCREEN equ {MAX_SPRITES*42}
SPRITE_WIDTH equ {MAX_SPRITES*44}
SPRITE_HEIGHT equ {MAX_SPRITES*46}
SPRITE_CLIP_WIDTH equ {MAX_SPRITES*48}
SPRITE_CLIP_HEIGHT equ {MAX_SPRITES*50}
; 50 rows by 80 columns + 2 extra rows and columns
TS_LOOKUP_WIDTH equ 80