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Checkpoint
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7909113a97
@ -39,6 +39,26 @@ ScreenY equ 2
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pea #TSZelda
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_GTELoadTileSet
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; Create stamps for the sprites we are going to use
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HERO_SPRITE_1 equ SPRITE_16X16+1
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HERO_SLOT equ 0
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pea HERO_SPRITE_1 ; sprinte id
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pea VBUFF_SPRITE_START ; vbuff address
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_GTECreateSpriteStamp
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; Create sprites
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pea HERO_SPRITE_1 ; sprite id
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pea #10 ; screen x-position (<256)
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pea #8 ; screen y-position (<256)
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pea HERO_SLOT ; sprite slot (0 - 15)
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_GTEAddSprite
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pea HERO_SLOT ; update the sprite in this slot
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pea $0000 ; with these flags (h/v flip)
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pea VBUFF_SPRITE_START ; and use this stamp
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_GTEUpdateSprite
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; Manually fill in the 41x26 tiles of the TileStore with a test pattern.
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ldx #0
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@ -71,15 +91,10 @@ ScreenY equ 2
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; Set the origin of the screen
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lda #3
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sta ScreenX
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lda #10
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stz ScreenX
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lda #63
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sta ScreenY
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pea #3
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pea #10
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_GTESetBG0Origin
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; Very simple actions
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:evt_loop
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pha ; space for result, with pattern
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@ -82,7 +82,7 @@ BG1TileMapPtr equ 86
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SCBArrayPtr equ 90 ; Used for palette binding
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SpriteBanks equ 94 ; Bank bytes for the sprite data and sprite mask
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LastRender equ 96 ; Record which reder function was last executed
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LastRender equ 96 ; Record which render function was last executed
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; gap
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SpriteMap equ 100 ; Bitmap of open sprite slots.
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ActiveSpriteCount equ 102
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@ -96,7 +96,8 @@ LastKey equ 116
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LastTick equ 118
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ForceSpriteFlag equ 120
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Next equ 122
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VBuffArrayPtr equ 122
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SpriteRemovedFlag equ 126 ; Indicate if any sprites were removed this frame
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activeSpriteList equ 128 ; 32 bytes for the active sprite list (can persist across frames)
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; tiletmp equ 178 ; 16 bytes of temp storage for the tile renderers
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@ -241,3 +242,4 @@ ScreenModeWidth EXT
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ScreenModeHeight EXT
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_SpriteBits EXT
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_SpriteBitsNot EXT
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VBuffArrayAddr EXT
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@ -20,6 +20,8 @@
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; It's important to do _ApplyBG0YPos first because it calculates the value of StartY % 208 which is
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; used in all of the other loops
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_Render
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stz SpriteRemovedFlag ; If we remove a sprite, then we need to flag a rebuild for the next frame
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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; jsr _ApplyBG1YPos
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@ -90,6 +92,12 @@ _Render
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stz DirtyBits
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stz LastRender ; Mark that a full render was just performed
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lda SpriteRemovedFlag ; If any sprite was removed, set the rebuild flag
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beq :no_removal
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lda #DIRTY_BIT_SPRITE_ARRAY
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sta DirtyBits
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:no_removal
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rts
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; The _ApplyTilesFast is the same as _ApplyTiles, but we use the _RenderTileFast subroutine
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508
src/Sprite.s
508
src/Sprite.s
@ -31,6 +31,178 @@ InitSprites
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jsr _CacheSpriteBanks
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rts
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; _RenderSprites
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;
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; The function is responsible for updating all of the rendering information based on any changes
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; that occured to the sprites on this frame. Sprite handling is one of the most expensive and
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; complicated pieces of the rendering pipeline, so these functions are aggressively simplified and
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; optimized.
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;
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; The sprite rendering pipeline is:
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;
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; 0. Check if any new sprites have been added by testing the DIRTY_BIT_SPRITE_ARRAY. If so, then
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; the activeSpriteList (a 32-byte array on the direct page) is rebuilt from the SpriteBits bitmap
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; word.
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;
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; Next, the activeSpriteList is scanned for changes to specific sprites. If the screen has been
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; scrolled, then every sprite is considered to have the SPRITE_STATUS_MOVED flag set.
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;
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; 1. If a sprite is marked as (SPRITE_STATUS_MOVED or SPRITE_STATUS_UPDATED or SPRITE_STATUS_ADDED) and not SPRITE_STATUS_REMOVED
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; A. Calculate the TS_COVERAGE_SIZE, TS_LOOKUP_INDEX, and TS_VBUFF_BASE for the sprite
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; B. For each tile the sprite overlaps with:
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; i. Set its bit in the TileStore's TS_SPRITE_FLAG
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; ii. Add the tile to the DirtyTile list
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; iii. Set the VBUFF address for the sprite block
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; C. If the sprite is not marked as SPRITE_STATUS_ADDED
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; i. For each old tile the sprite overlaps with
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; a. If it is not marked in the DirtyTile list
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; * Clear its bit from the TileStore's TS_SPRITE_FLAG
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; * Add the tile to the DirtyTile list
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;
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; 2. If a sprite is marked as SPRITE_STATUS_REMOVED, then
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; A. Clear its bit from the SpriteBits bitmap
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; B. For each tile the sprite overlaps with:
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; i. Clear its bit from the TileStore's TS_SPRITE_FLAG
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; ii. Add the tile to the DirtyTile list
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; C. Clear the SPRITE_STATUS flags (work complete)
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;
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; 3. For each tile on the Dirty Tile list
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; A. Place the sprite VBUFF addresses in TS_VBUFF_ADDR_0 through TS_VBUFF_ADDR_3 and set TS_VBUFF_ADDR_COUNT
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;
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; It is important that this work is done *prior* to any tile map updates so that we can interate over the
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; DirtyTile list and *know* that it only contains tiles that are impacted by sprite changes.
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_RenderSprites
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; Check to see if any sprites have been added or removed. If so, then we regenerate the active
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; sprite list. Since adding and removing sprites is rare, this is a worthwhile tradeoff, because
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; there are several places where we want to iterate over the all of the sprites, and having a list
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; and not have to constantly load and test the SPRITE_STATUS just to skip unused slots can help
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; streamline the code.
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lda #DIRTY_BIT_SPRITE_ARRAY
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trb DirtyBits ; clears the flag, if it was set
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beq :no_rebuild
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jsr RebuildSpriteArray
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:no_rebuild
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; First step is to look at the StartX and StartY values. If the screen has scrolled, then it has
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; the same effect as moving all of the sprites.
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;
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; OPTIMIZATION NOTE: Should check that the sprite actually changes position. If the screen scrolls
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; by +X, but the sprite moves by -X (so it's relative position is unchanged), then
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; it does NOT need to be marked as dirty.
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stz ForceSpriteFlag
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lda StartX
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cmp OldStartX
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bne :force_update
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lda StartY
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cmp OldStartY
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beq :no_change
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:force_update
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lda #SPRITE_STATUS_MOVED
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sta ForceSpriteFlag
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:no_change
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; Dispatch to the update process for sprites. By pre-building the list, we know exactly
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; how many sprite to process and they are in a contiguous array. So we don't have to keep
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; track of an iteration variable
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ldx ActiveSpriteCount
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jmp (phase1,x)
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; Implement the logic for updating sprite and tile rendering information. Each iteration of the
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; ActiveSpriteCount will call this routine with the Y-register set to the sprite index
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tmpY equ tmp15
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tmpA equ tmp14
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_DoPhase1
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lda _Sprites+SPRITE_STATUS,y
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ora ForceSpriteFlag
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sta tmpA
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sty tmpY
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; First step, if a sprite is being removed, then we just have to clear its old tile information
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; and mark the tiles it overlapped as dirty.
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bit #SPRITE_STATUS_REMOVED
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beq :no_clear
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lda _SpriteBits,y ; Clear from the sprite bitmap
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sta SpriteRemovedFlag ; Stick a non-zero value here
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trb SpriteMap
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jmp _ClearSpriteFromTileStore ; Clear the tile flags, add to the dirty tile list and done
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; Need to calculate new VBUFF information. The could be reuqired for UPDATED, ADDED or MOVED
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; sprites, so we do it unconditionally.
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:no_clear
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jsr _CalcDirtySprite
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; If the sprite is marked as ADDED, then it does not need to have its old tile locations cleared
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lda tmpA
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bit #SPRITE_STATUS_ADDED
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bne :no_move
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jsr _ClearSpriteFromTileStore
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ldy tmpY
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; Anything else (MOVED, UPDATED, ADDED) will need to have the VBUFF information updated and the
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; current tiles marked for update
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:no_move
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jmp _MarkDirtySpriteTiles
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; Once all of the sprite values have been calculated, we need to scan the dirty tile list and
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; collapse the sprite information down to no more than 4 vbuff references per tile. We used to
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; do this on the fly in the renderer, but that required differentiating between tile with and
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; without sprites in the core rendering function. My lifting this up, we simplify the core code
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; and possible open up some optimization opportunities.
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_SetTileStoreVBuffAddrs
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; Dispatch table. It's unintersting, so it's tucked out of the way
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phase1 dw :phase1_0
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dw :phase1_1,:phase1_2,:phase1_3,:phase1_4
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dw :phase1_5,:phase1_6,:phase1_7,:phase1_8
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dw :phase1_9,:phase1_10,:phase1_11,:phase1_12
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dw :phase1_13,:phase1_14,:phase1_15,:phase1_16
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:phase1_16 ldy activeSpriteList+30
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jsr _DoPhase1
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:phase1_15 ldy activeSpriteList+28
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jsr _DoPhase1
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:phase1_14 ldy activeSpriteList+26
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jsr _DoPhase1
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:phase1_13 ldy activeSpriteList+24
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jsr _DoPhase1
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:phase1_12 ldy activeSpriteList+22
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jsr _DoPhase1
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:phase1_11 ldy activeSpriteList+20
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jsr _DoPhase1
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:phase1_10 ldy activeSpriteList+18
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jsr _DoPhase1
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:phase1_9 ldy activeSpriteList+16
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jsr _DoPhase1
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:phase1_8 ldy activeSpriteList+14
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jsr _DoPhase1
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:phase1_7 ldy activeSpriteList+12
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jsr _DoPhase1
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:phase1_6 ldy activeSpriteList+10
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jsr _DoPhase1
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:phase1_5 ldy activeSpriteList+8
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jsr _DoPhase1
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:phase1_4 ldy activeSpriteList+6
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jsr _DoPhase1
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:phase1_3 ldy activeSpriteList+4
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jsr _DoPhase1
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:phase1_2 ldy activeSpriteList+2
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jsr _DoPhase1
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:phase1_1 ldy activeSpriteList
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jsr _DoPhase1
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:phase1_0 jmp _SetTileStoreVBuffAddrs
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; Utility function to calculate the difference in tile positions between a sprite's current
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; position and it's previous position. This gets interesting because the number of tiles
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; that a sprite covers can change based on the relative alignemen of the sprite with the
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@ -134,8 +306,6 @@ _AddSprite
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; Macro to make the unrolled loop more concise
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;
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; The macro
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;
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; 1. Load the tile store address from a fixed offset
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; 2. Clears the sprite bit from the TS_SPRITE_FLAG location
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; 3. Checks if the tile is dirty and marks it
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@ -149,10 +319,15 @@ TSClearSprite mac
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lda TileStore+TS_DIRTY,y
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bne next
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inc
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sta TileStore+TS_DIRTY,y
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phy
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tya
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ldy DirtyTileCount
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sta DirtyTiles,y
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iny
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iny
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sty DirtyTileCount
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next
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<<<
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@ -161,8 +336,6 @@ next
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; This is more efficient, because the work in MarkDirtySprite is independent of the
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; sprite size and, by inlining the _PushDirtyTile logic, we can save a fair amount of overhead
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_ClearSpriteFromTileStore
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tsc
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sta tmp1 ; We use the stack as a counter
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lda _SpriteBitsNot,y ; Cache this value in a direct page location
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sta tmp0
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ldx _Sprites+TS_COVERAGE_SIZE,y
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@ -172,6 +345,8 @@ csfts_tbl dw csfts_1x1,csfts_1x2,csfts_1x3,csfts_out
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dw csfts_3x1,csfts_3x2,csfts_3x3,csfts_out
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dw csfts_out,csfts_out,csfts_out,csfts_out
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csfts_out rts
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csfts_3x3 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 2
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@ -182,7 +357,7 @@ csfts_3x3 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}+2
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}+4
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jmp csfts_finish
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rts
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csfts_3x2 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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@ -191,13 +366,13 @@ csfts_3x2 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}+2
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jmp csfts_finish
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rts
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csfts_3x1 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}
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TSClearSprite 2*{TS_LOOKUP_SPAN*2}
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jmp csfts_finish
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rts
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csfts_2x3 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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@ -206,260 +381,33 @@ csfts_2x3 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}+4
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jmp csfts_finish
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rts
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csfts_2x2 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 2
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}+2
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jmp csfts_finish
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rts
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csfts_2x1 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 1*{TS_LOOKUP_SPAN*2}
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jmp csfts_finish
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rts
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csfts_1x3 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 2
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TSClearSprite 4
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jmp csfts_finish
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rts
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csfts_1x2 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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TSClearSprite 2
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jmp csfts_finish
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rts
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csfts_1x1 ldx _Sprites+TS_LOOKUP_INDEX,y
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TSClearSprite 0
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; Second phase; put all the dirty tiles on the DirtyTiles list
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csfts_finish
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tsc
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eor #$FFFF
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sec
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adc tmp1 ; Looks weird, but calculates (tmp1 - acc)
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tax ; This is 2 * N where N is the number of dirty tiles
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ldy DirtyTileCount ; Grab a copy of the old index (for addressing)
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clc
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adc DirtyTileCount ; Add the new items to the list
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sta DirtyTileCount
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jmp (dtloop,x)
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dtloop dw csfts_out, dtloop1, dtloop2, dtloop3
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dw dtloop4, dtloop5, dtloop6, dtloop7
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dw dtloop8, dtloop9, dtloop10, dtloop11
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dtloop11 pla
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sta DirtyTiles+20,y
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dtloop10 pla
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sta DirtyTiles+18,y
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dtloop9 pla
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sta DirtyTiles+16,y
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dtloop8 pla
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sta DirtyTiles+14,y
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dtloop7 pla
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sta DirtyTiles+12,y
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dtloop6 pla
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sta DirtyTiles+10,y
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dtloop5 pla
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sta DirtyTiles+8,y
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dtloop4 pla
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sta DirtyTiles+6,y
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dtloop3 pla
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sta DirtyTiles+4,y
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dtloop2 pla
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sta DirtyTiles+2,y
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dtloop1 pla
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sta DirtyTiles+0,y
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csfts_out rts
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; This function looks at the sprite list and renders the sprite plane data into the appropriate
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; tiles in the code field. There are a few phases to this routine. The assumption is that
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; any sprite that needs to be re-drawn has been marked as DIRTY or DAMAGED.
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;
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; A DIRTY sprite is one that has moved, so it needs to be erased/redrawn in the sprite
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; buffer AND the tiles it covers marked for refresh. A DAMAGED sprite shared one or more
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; tiles with a DIRTY sprite, so it needs to be redraw in the sprite buffer (but not erased!)
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; and its tile do NOT need to be marked for refresh.
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;
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; In the first phase, we run through the list of dirty sprites and erase them from their
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; OLD_VBUFF_ADDR. This clears the sprite plane buffers. We also iterate through the
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; TILE_STORE_ADDR_X array and mark all of the tile store location that this sprite had occupied
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; as dirty, as well as removing this sprite from the TS_SPRITE_FLAG bitfield.
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;
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; A final aspect is that any of the sprites indicated in the TS_SPRITE_FLAG are marked to be
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; drawn in the next phase (since a portion of their content may have been erased if they overlap)
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;
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||||
; 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
|
||||
|
674
src/Sprite2.s
674
src/Sprite2.s
@ -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
|
||||
mdsOut rts
|
||||
|
||||
; Jump to the appropriate marking routine
|
||||
|
||||
; 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
|
||||
|
||||
lda _Sprites+TS_VBUFF_BASE,y ; This is the final upper-left cornder for this frame
|
||||
sta VBuffOrigin
|
||||
|
||||
lda _SpriteBits,y
|
||||
sta SpriteBit
|
||||
|
||||
clc
|
||||
ldx _Sprites+TS_COVERAGE_SIZE,y
|
||||
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
|
||||
|
||||
; 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
|
||||
|
||||
; 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
|
||||
|
||||
; txa
|
||||
; and #$0007
|
||||
; sta tmp0 ; save to adjust sprite origin
|
||||
|
||||
; 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
|
||||
|
@ -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
|
||||
|
@ -373,6 +373,10 @@ ScreenModeWidth 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
|
||||
|
@ -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.
|
||||
|
||||
; 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}
|
||||
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
|
||||
;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
|
||||
|
Loading…
Reference in New Issue
Block a user