diff --git a/.gitignore b/.gitignore index 3fd0032..b1a72d6 100644 --- a/.gitignore +++ b/.gitignore @@ -4,4 +4,5 @@ emu *_Output.txt src/GTETestApp *.2mg -Tool160.SHK \ No newline at end of file +Tool160.SHK +src/Tool160 \ No newline at end of file diff --git a/demos/kfest-2022/demo-1/App.Main.s b/demos/kfest-2022/demo-1/App.Main.s index 2f76025..d4d740f 100644 --- a/demos/kfest-2022/demo-1/App.Main.s +++ b/demos/kfest-2022/demo-1/App.Main.s @@ -58,9 +58,11 @@ appTmp0 equ 28 ; Load a tileset - pea #^tiledata - pea #tiledata - _GTELoadTileSet +; pea 0 +; pea 256 +; pea #^tiledata +; pea #tiledata +; _GTELoadTileSet pea $0000 pea #^TileSetPalette diff --git a/demos/tf4/.gitignore b/demos/tf4/.gitignore new file mode 100644 index 0000000..6289069 --- /dev/null +++ b/demos/tf4/.gitignore @@ -0,0 +1 @@ +GTETF4 \ No newline at end of file diff --git a/demos/tf4/App.Main.s b/demos/tf4/App.Main.s new file mode 100644 index 0000000..1b530b0 --- /dev/null +++ b/demos/tf4/App.Main.s @@ -0,0 +1,126 @@ +; Test driver to exercise graphics routines. + + REL + DSK MAINSEG + + use Locator.Macs + use Load.Macs + use Mem.Macs + use Misc.Macs + use Util.Macs + use EDS.GSOS.Macs + use GTE.Macs + + mx %00 + +tiledata EXT ; tileset buffer +;TileSetPalette EXT + +; Keycodes +LEFT_ARROW equ $08 +RIGHT_ARROW equ $15 +UP_ARROW equ $0B +DOWN_ARROW equ $0A + +; Direct page space +MyUserId equ 0 +BankLoad equ 2 +StartX equ 4 +StartY equ 6 +TileMapWidth equ 8 +TileMapHeight equ 10 +ScreenWidth equ 12 +ScreenHeight equ 14 +MaxGlobalX equ 16 +MaxGlobalY equ 18 +MaxBG0X equ 20 +MaxBG0Y equ 22 +OldOneSecondCounter equ 26 +appTmp0 equ 28 +appTmp1 equ 30 +appTmp2 equ 32 + + phk + plb + + sta MyUserId ; GS/OS passes the memory manager user ID for the application into the program + tdc + sta MyDirectPage ; Keep a copy for the overlay callback + + _MTStartUp ; GTE requires the miscellaneous toolset to be running + + lda #ENGINE_MODE_USER_TOOL+ENGINE_MODE_TWO_LAYER + jsr GTEStartUp ; Load and install the GTE User Tool + + pea $0000 ; Set the first two tiles + pea $0002 + pea #^TileData + pea #TileData + _GTELoadTileSet + + pea $0000 + pea #^TileSetPalette + pea #TileSetPalette + _GTESetPalette + +; Fill in the field with a checkboard pattern + + stz appTmp1 + +:tloop0 stz appTmp0 +:tloop1 lda appTmp0 ; X + pha + pei appTmp1 ; Y + eor appTmp1 + and #$0001 + pha ; tile ID + _GTESetTile + + inc appTmp0 + lda #40 + cmp appTmp0 + bcs :tloop1 + + inc appTmp1 + lda #25 + cmp appTmp1 + bcs :tloop0 + +; Set up a very specific test. First, we draw a sprite into the sprite plane, and then +; leave it alone. We are just testing the ability to merge sprite plane data into +; the play field tiles. +EvtLoop + pha + _GTEReadControl + pla + + jsr HandleKeys ; Do the generic key handlers + + pea #RENDER_PER_SCANLINE ; Scanline rendering +; pea $0000 + _GTERender + + brl EvtLoop + +; Exit code +Exit + _GTEShutDown +Quit + _QuitGS qtRec + + bcs Fatal +Fatal brk $00 + +qtRec adrl $0000 + da $00 + +; Color palette +TileSetPalette dw $0000,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF,$0FFF + +MyDirectPage ds 2 + +; Stub +SetLimits rts + + PUT ../kfest-2022/StartUp.s + PUT Tiles.s diff --git a/demos/tf4/App.s b/demos/tf4/App.s new file mode 100644 index 0000000..8e8c7c6 --- /dev/null +++ b/demos/tf4/App.s @@ -0,0 +1,10 @@ +; Thunder Force IV Demo + + TYP $B3 ; S16 file + DSK GTETF4 + XPL + +; Segment #1 -- Main execution block + + ASM App.Main.s + SNA Main diff --git a/demos/tf4/GTETF4 b/demos/tf4/GTETF4 new file mode 100644 index 0000000..1fa8df1 Binary files /dev/null and b/demos/tf4/GTETF4 differ diff --git a/demos/tf4/README.txt b/demos/tf4/README.txt new file mode 100644 index 0000000..8319771 --- /dev/null +++ b/demos/tf4/README.txt @@ -0,0 +1,3 @@ +Thunder Force IV scanline demo + - q to quit; arrows to scroll, numbers to select screen size + - make sure Overlay is present \ No newline at end of file diff --git a/demos/tf4/Tiles.s b/demos/tf4/Tiles.s new file mode 100644 index 0000000..6030d7d --- /dev/null +++ b/demos/tf4/Tiles.s @@ -0,0 +1,41 @@ + +TileData +; Reserved space (tile 0 is special... + ds 128 +; Tile ID 1 +; From image coordinates 0, 0 + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + hex ffffffff + + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 + hex 00000000 \ No newline at end of file diff --git a/demos/tf4/_FileInformation.txt b/demos/tf4/_FileInformation.txt new file mode 100644 index 0000000..85f69d9 --- /dev/null +++ b/demos/tf4/_FileInformation.txt @@ -0,0 +1 @@ +GTETF4=Type(B3),AuxType(0000),VersionCreate(70),MinVersion(BE),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000) diff --git a/demos/tf4/assets/tiled/Overworld.tsx b/demos/tf4/assets/tiled/Overworld.tsx new file mode 100644 index 0000000..4753af2 --- /dev/null +++ b/demos/tf4/assets/tiled/Overworld.tsx @@ -0,0 +1,37 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/demos/tf4/assets/tiled/world_1-1.json b/demos/tf4/assets/tiled/world_1-1.json new file mode 100644 index 0000000..9f73813 --- /dev/null +++ b/demos/tf4/assets/tiled/world_1-1.json @@ -0,0 +1,32 @@ +{ 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files /dev/null and b/demos/tf4/assets/tilesets/smb-256-128-4bpp.png differ diff --git a/demos/tf4/build-image.bat b/demos/tf4/build-image.bat new file mode 100644 index 0000000..99b8d70 --- /dev/null +++ b/demos/tf4/build-image.bat @@ -0,0 +1,17 @@ +echo off + +REM Copy all of the assets into the ProDOS image for emulator testing +REM +REM Pass the path of the Cadius tool as the first argument (%1) + +set CADIUS="%1" +set IMAGE="..\\..\\emu\\Target.2mg" +set FOLDER="/GTEDEV/TF4" + +REM Cadius does not overwrite files, so clear the root folder first +%CADIUS% DELETEFOLDER %IMAGE% %FOLDER% +%CADIUS% CREATEFOLDER %IMAGE% %FOLDER% + +REM Now copy files and folders as needed +%CADIUS% ADDFILE %IMAGE% %FOLDER% .\GTETF4 +%CADIUS% ADDFILE %IMAGE% %FOLDER% ..\..\src\Tool160 diff --git a/demos/tf4/package.json b/demos/tf4/package.json new file mode 100644 index 0000000..040b62c --- /dev/null +++ b/demos/tf4/package.json @@ -0,0 +1,44 @@ +{ + "name": "tf4-demo", + "version": "1.0.0", + "description": "", + "main": "index.js", + "config": { + "merlin32": "C:\\Programs\\IIgsXDev\\bin\\Merlin32-1.1.10.exe", + "cadius": "C:\\Programs\\IIgsXDev\\bin\\Cadius.exe", + "gsport": "C:\\Programs\\gsport\\gsport_0.31\\GSPort.exe", + "macros": "../../macros", + "crossrunner": "C:\\Programs\\Crossrunner\\Crossrunner.exe", + "png2iigs": "../../tools/png2iigs.js", + "tiled2iigs": "../../tools/tiled2iigs.js" + }, + "scripts": { + "test": "npm run build && npm run build:image && npm run gsport", + "gsport": "%npm_package_config_gsport%", + "debug": "%npm_package_config_crossrunner% GTETestSprites -Source GTETestSprites_S02_MAINSEG_Output.txt -Debug -CompatibilityLayer", + "build:all": "npm run build:tiles && npm run build:map && npm run build:tool && npm run build:sys16 && npm run build:image", + "build:map": "node %npm_package_config_tiled2iigs% ./assets/tiled/world_1-1.json --empty-tile 33 --no-gen-tiles --output-dir ./gen", + "build:map:masked": "node %npm_package_config_tiled2iigs% ./assets/tiled/world_1-1.json --force-masked --empty-tile 33 --no-gen-tiles --output-dir ./gen", + "build:tiles": "node %npm_package_config_png2iigs% ./assets/tilesets/smb-256-128-4bpp.png --max-tiles 360 --as-tile-data --transparent-color FF00FF --background-color 6B8CFF --verbose > ./gen/App.TileSet.s", + "build:sys16": "%npm_package_config_merlin32% -V %npm_package_config_macros% App.s", + "build": "npm run build:tool && npm run build:sys16", + "build:tool": "%npm_package_config_merlin32% -V %npm_package_config_macros% ../../src/Master.s", + "build:image": "build-image.bat %npm_package_config_cadius%" + }, + "repository": { + "type": "git", + "url": "git+https://github.com/lscharen/iigs-game-engine.git" + }, + "author": "Lucas Scharenbroich", + "license": "Apache-2.0", + "bugs": { + "url": "https://github.com/lscharen/iigs-game-engine/issues" + }, + "homepage": "https://github.com/lscharen/iigs-game-engine#readme", + "devDependencies": { + "pngjs": "^6.0.0", + "string-builder": "^0.1.8", + "watch": "latest", + "xml2json": "^0.12.0" + } +} diff --git a/macros/GTE.Macs.s b/macros/GTE.Macs.s index 4313f90..f217d4f 100644 --- a/macros/GTE.Macs.s +++ b/macros/GTE.Macs.s @@ -126,6 +126,9 @@ _GTEClearBG1Buffer MAC _GTESetBG1Scale MAC UserTool $2B00+GTEToolNum <<< +_GTEGetAddress MAC + UserTool $2C00+GTEToolNum + <<< ; EngineMode definitions ; Script definition @@ -153,6 +156,10 @@ RENDER_ALT_BG1 equ $0001 RENDER_BG1_HORZ_OFFSET equ $0002 RENDER_BG1_VERT_OFFSET equ $0004 RENDER_BG1_ROTATION equ $0008 +RENDER_PER_SCANLINE equ $0010 + +; GetAddress table IDs +scanlineHorzOffset equ $0001 ; Tile constants ; TILE_RESERVED_BIT equ $8000 diff --git a/src/CoreImpl.s b/src/CoreImpl.s index 537c836..ff6651f 100644 --- a/src/CoreImpl.s +++ b/src/CoreImpl.s @@ -233,6 +233,7 @@ EngineReset sta tmp15 stz tmp14 +; Rebuild all of the bank blitters :loop ldx #BlitBuff lda #^BlitBuff @@ -247,6 +248,15 @@ EngineReset dec tmp15 bne :loop +; Set the scanline tables to reasonable default values + ldx #{416*2}-2 + lda #0 +:sxm_loop + sta StartXMod164Arr,x + dex + dex + bpl :sxm_loop + rts diff --git a/src/Defs.s b/src/Defs.s index 9457df8..5297648 100644 --- a/src/Defs.s +++ b/src/Defs.s @@ -173,6 +173,7 @@ RENDER_ALT_BG1 equ $0001 RENDER_BG1_HORZ_OFFSET equ $0002 RENDER_BG1_VERT_OFFSET equ $0004 RENDER_BG1_ROTATION equ $0008 +RENDER_PER_SCANLINE equ $0010 ; DirtyBits definitions DIRTY_BIT_BG0_X equ $0001 @@ -183,6 +184,9 @@ DIRTY_BIT_BG0_REFRESH equ $0010 DIRTY_BIT_BG1_REFRESH equ $0020 DIRTY_BIT_SPRITE_ARRAY equ $0040 +; GetAddress table IDs +scanlineHorzOffset equ $0001 ; table of 416 wors, a double-array of scanline offset values. Must be 0, 163 + ; Script definition YIELD equ $8000 JUMP equ $4000 @@ -268,5 +272,8 @@ Overlays EXT BG1YCache EXT ScalingTables EXT +StartXMod164Arr EXT +LastPatchOffsetArr EXT + ; Tool error codes NO_TIMERS_AVAILABLE equ 10 diff --git a/src/FastCopies.s b/src/FastCopies.s new file mode 100644 index 0000000..e401540 --- /dev/null +++ b/src/FastCopies.s @@ -0,0 +1,271 @@ +; Large, unrolled loops for setting values in the code field that would be used by the Horz.s +; and Vert.s code. +; +; The utility of these functions is that they do not need to do any sort of bank switching and +; can update all of the play field lines in a single call. The downside is that they take up +; significantly more space, need large auxiliary tables, and must be patched after the code +; field memory is allocated. +; +; Probably still worth it.... + +BlitBuff EXT + +; Patch the fast copy routines with the allocated memory addresses +InitFastCopies + +; Fist, patch the cttc routine + + ldy #0 + ldx #0 + +:loop1 + lda BlitBuff+2,y ; Get the bank of each in the accumulatow low byte + + sep #$20 +]line equ 0 + lup 16 + stal cttc_start+{]line*7}+4,x + stal cttc_start+{{]line+208}*7}+4,x +]line equ ]line+1 + --^ + rep #$20 + + txa + clc + adc #7*16 + tax + + tya + clc + adc #4 + tay + + cpy #13*4 + bcs *+5 + brl :loop1 + +; Next, patch the two store routines + + ldy #0 + ldx #0 + +:loop2 + lda BlitBuff+2,y ; Get the bank of each in the accumulatow low byte + + sep #$20 +]line equ 0 + lup 16 + stal store_start+{]line*4}+1,x + stal store_start+{{]line+208}*4}+1,x +]line equ ]line+1 + --^ + rep #$20 + + txa + clc + adc #4*16 + tax + + tya + clc + adc #4 + tay + + cpy #13*4 + bcs *+5 + brl :loop2 + + rtl + + +; Function to load data from an array and store in the code field. Assume that the +; bank register is already set to the bank of the srcAddr data +srcAddr equ 0 +destOffset equ 2 + +CopyTblToCode + ldal entry_7,x ; This is the entry point + stal cttc_jump+1 + + txa ; Set the Y register to srcAddr - 2*start to compensate for the + eor #$FFFF ; offset in the code. This does mean that the array we are copying + sec ; cannot by near the beginning of the bank + adc srcAddr + tyx ; put the ending offset in X + tay + + ldal entry_7,x + tax + lda #$0060 + stal {cttc_start&$FF0000}+3,x ; patch at the next STAL instruction because the high byte is always zero + + ldx destOffset ; byte offset within each line +cttc_jump jsr $0000 + + lda #$009F ; restore the STAL opcode + stal {cttc_start&$FF0000}+3,x + + rtl + +; Define the 416 addresses for each copy +entry_7 +]line equ 0 + lup 416 + da cttc_start+{]line*7} +]line equ ]line+1 + --^ + +; Generate the code that performs the copy. +cttc_unit mac + lda: {]1*32}+{]2*2},y + stal $000000+{]2*$1000},x + <<< + +cttc_start +]bank equ 0 + lup 26 + cttc_unit ]bank;0 + cttc_unit ]bank;1 + cttc_unit ]bank;2 + cttc_unit ]bank;3 + cttc_unit ]bank;4 + cttc_unit ]bank;5 + cttc_unit ]bank;6 + cttc_unit ]bank;7 + cttc_unit ]bank;8 + cttc_unit ]bank;9 + cttc_unit ]bank;10 + cttc_unit ]bank;11 + cttc_unit ]bank;12 + cttc_unit ]bank;13 + cttc_unit ]bank;14 + cttc_unit ]bank;15 +]bank equ ]bank+1 + --^ + rts + +Store8Bits + txa + asl + adc #store_start + stal s8b_jump+1 + + tya + asl + tax + lda #$0060 + stal {store_start&$FF0000},x + + ldx destOffset ; byte offset within each line + lda srcAddr + sep #$20 +s8b_jump jsr $0000 + + lda #$9F ; restore the STAL opcode + stal {store_start&$FF0000},x + rep #$20 + + rtl + +Store16Bits + txa + asl + adc #store_start + stal s16b_jump+1 + + tya + asl + tax + lda #$0060 + stal {store_start&$FF0000},x + + ldx destOffset ; byte offset within each line + lda srcAddr +s16b_jump jsr $0000 + + lda #$009F ; restore the STAL opcode + stal {store_start&$FF0000},x + rtl + +store_start + lup 26 + stal $000000,x + stal $001000,x + stal $002000,x + stal $003000,x + stal $004000,x + stal $005000,x + stal $006000,x + stal $007000,x + stal $008000,x + stal $009000,x + stal $00A000,x + stal $00B000,x + stal $00C000,x + stal $00D000,x + stal $00E000,x + stal $00F000,x + --^ + rts + + +CodeCopy8 + txa + asl + adc #store_start + stal cc8_jump+1 + + tya + asl + tax + lda #$0060 + stal {store8_start&$FF0000},x + + ldx destOffset ; byte offset within each line + lda srcAddr +cc8_jump jsr $0000 + + lda #$009F ; restore the STAL opcode + stal {store8_start&$FF0000},x + rtl + +store8_start + lup 26 + pea $0000 + plb + plb + + lda $0000,y + stal $000000,x + lda $0000,y + stal $001000,x + lda $0000,y + stal $002000,x + lda $0000,y + stal $003000,x + lda $0000,y + stal $004000,x + lda $0000,y + stal $005000,x + lda $0000,y + stal $006000,x + lda $0000,y + stal $007000,x + lda $0000,y + stal $008000,x + lda $0000,y + stal $009000,x + lda $0000,y + stal $00A000,x + lda $0000,y + stal $00B000,x + lda $0000,y + stal $00C000,x + lda $C000,y + stal $00D000,x + lda $E000,y + stal $00E000,x + lda $F000,y + stal $00F000,x + --^ + rts \ No newline at end of file diff --git a/src/Master.s b/src/Master.s index 637d4a5..f4b7581 100644 --- a/src/Master.s +++ b/src/Master.s @@ -43,3 +43,10 @@ KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data) ALI BANK SNA ROTDATA + +; Additional code + + ASM FastCopies.s + KND #$1001 ; Type and Attributes ($11=Static+Bank Relative,$01=Data) + ALI BANK + SNA FASTCPY diff --git a/src/Render.s b/src/Render.s index 1836d9a..289fd7f 100644 --- a/src/Render.s +++ b/src/Render.s @@ -32,6 +32,13 @@ _Render stz SpriteRemovedFlag ; If we remove a sprite, then we need to flag a rebuild for the next frame +; If we are doing per-scanline rendering, use the alternate renderer + + lda #RENDER_PER_SCANLINE + bit RenderFlags + beq *+5 + jmp _RenderScanlines ; Do the scanline-based renderer + jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen lda #RENDER_BG1_ROTATION @@ -147,6 +154,98 @@ _DoOverlay :disp jsl $000000 rts + +; Use the per-scanline tables to set the screen. This is really meant to be used without the built-in tilemap +; support and is more of a low-level way to control the background rendering +_RenderScanlines + + jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen + jsr _ApplyBG1YPos ; Set the y-register values of the blitter + +; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and +; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data. + + jsr _ApplyBG0XPosPre + jsr _ApplyBG1XPosPre + +; jsr _RenderSprites ; Once the BG0 X and Y positions are committed, update sprite data + +; jsr _ApplyTiles ; This function actually draws the new tiles into the code field + + jsr _ScanlineBG0XPos ; Patch the code field instructions with exit BRA opcode + +; jsr _ApplyBG1XPos ; Update the direct page value based on the horizontal position + +; The code fields are locked in now and ready to be rendered. See if there is an overlay or any +; other reason to render with shadowing off. Otherwise, just do things quickly. + +; lda Overlays +; beq :no_ovrly + +; jsr _ShadowOff + +; Shadowing is turned off. Render all of the scan lines that need a second pass. One +; optimization that can be done here is that the lines can be rendered in any order +; since it is not shown on-screen yet. + +; ldx Overlays+2 ; Blit the full virtual buffer to the screen +; ldy Overlays+4 +; jsr _BltRange + +; Turn shadowing back on + +; jsr _ShadowOn + +; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order + +; ldx #0 +; ldy Overlays+2 +; beq :skip +; jsr _BltRange +:skip +; jsr _DoOverlay + +; ldx Overlays+4 +; cpx ScreenHeight +; beq :done +; ldy ScreenHeight +; jsr _BltRange +; bra :done + +:no_ovrly + ldx #0 ; Blit the full virtual buffer to the screen + ldy ScreenHeight + jsr _BltRange +:done + +; ldx #0 +; ldy ScreenHeight +; jsr _BltSCB + + lda StartYMod208 ; Restore the fields back to their original state + ldx ScreenHeight + jsr _RestoreScanlineBG0Opcodes + + lda StartY + sta OldStartY + lda StartX + sta OldStartX + + lda BG1StartY + sta OldBG1StartY + lda BG1StartX + sta OldBG1StartX + + 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 + ; Run through all of the tiles on the DirtyTile list and render them _ApplyTiles ldx DirtyTileCount diff --git a/src/SpriteV1.s b/src/SpriteV1.s deleted file mode 100644 index 6d24dbb..0000000 --- a/src/SpriteV1.s +++ /dev/null @@ -1,226 +0,0 @@ -; Old code the was in Version 1, but is not needed. May be adapted for Verions 2. - -; Y = _Sprites array offset -_EraseSpriteY - lda _Sprites+OLD_VBUFF_ADDR,y - beq :noerase - ldx _Sprites+SPRITE_DISP,y ; get the dispatch index for this sprite (32 values) - jmp (:do_erase,x) -:noerase rts -:do_erase dw _EraseTileSprite8x8,_EraseTileSprite8x8,_EraseTileSprite8x8,_EraseTileSprite8x8 - dw _EraseTileSprite8x16,_EraseTileSprite8x16,_EraseTileSprite8x16,_EraseTileSprite8x16 - dw _EraseTileSprite16x8,_EraseTileSprite16x8,_EraseTileSprite16x8,_EraseTileSprite16x8 - dw _EraseTileSprite16x16,_EraseTileSprite16x16,_EraseTileSprite16x16,_EraseTileSprite16x16 - dw _EraseTileSprite8x8,_EraseTileSprite8x8,_EraseTileSprite8x8,_EraseTileSprite8x8 - dw _EraseTileSprite8x16,_EraseTileSprite8x16,_EraseTileSprite8x16,_EraseTileSprite8x16 - dw _EraseTileSprite16x8,_EraseTileSprite16x8,_EraseTileSprite16x8,_EraseTileSprite16x8 - dw _EraseTileSprite16x16,_EraseTileSprite16x16,_EraseTileSprite16x16,_EraseTileSprite16x16 - -; A = bank address -_EraseTileSprite8x8 - tax - phb ; Save the bank to switch to the sprite plane - - pei SpriteBanks - plb ; pop the data bank (low byte) - -]line equ 0 - lup 8 - stz: {]line*SPRITE_PLANE_SPAN}+0,x - stz: {]line*SPRITE_PLANE_SPAN}+2,x -]line equ ]line+1 - --^ - - plb ; pop the mask bank (high byte) - lda #$FFFF -]line equ 0 - lup 8 - sta: {]line*SPRITE_PLANE_SPAN}+0,x - sta: {]line*SPRITE_PLANE_SPAN}+2,x -]line equ ]line+1 - --^ - - plb - rts - -_EraseTileSprite8x16 - tax - phb ; Save the bank to switch to the sprite plane - - pei SpriteBanks - plb ; pop the data bank (low byte) - -]line equ 0 - lup 16 - stz: {]line*SPRITE_PLANE_SPAN}+0,x - stz: {]line*SPRITE_PLANE_SPAN}+2,x -]line equ ]line+1 - --^ - - plb ; pop the mask bank (high byte) - lda #$FFFF -]line equ 0 - lup 16 - sta: {]line*SPRITE_PLANE_SPAN}+0,x - sta: {]line*SPRITE_PLANE_SPAN}+2,x -]line equ ]line+1 - --^ - - plb - rts - -_EraseTileSprite16x8 - tax - phb ; Save the bank to switch to the sprite plane - - pei SpriteBanks - plb ; pop the data bank (low byte) - -]line equ 0 - lup 8 - stz: {]line*SPRITE_PLANE_SPAN}+0,x - stz: {]line*SPRITE_PLANE_SPAN}+2,x - stz: {]line*SPRITE_PLANE_SPAN}+4,x - stz: {]line*SPRITE_PLANE_SPAN}+6,x -]line equ ]line+1 - --^ - - plb ; pop the mask bank (high byte) - lda #$FFFF -]line equ 0 - lup 8 - sta: {]line*SPRITE_PLANE_SPAN}+0,x - sta: {]line*SPRITE_PLANE_SPAN}+2,x - sta: {]line*SPRITE_PLANE_SPAN}+4,x - sta: {]line*SPRITE_PLANE_SPAN}+6,x -]line equ ]line+1 - --^ - - plb - rts - -_EraseTileSprite16x16 - tax - phb ; Save the bank to switch to the sprite plane - - pei SpriteBanks - plb ; pop the data bank (low byte) - -]line equ 0 - lup 16 - stz: {]line*SPRITE_PLANE_SPAN}+0,x - stz: {]line*SPRITE_PLANE_SPAN}+2,x - stz: {]line*SPRITE_PLANE_SPAN}+4,x - stz: {]line*SPRITE_PLANE_SPAN}+6,x -]line equ ]line+1 - --^ - - plb ; pop the mask bank (high byte) - - lda #$FFFF -]line equ 0 - lup 16 - sta: {]line*SPRITE_PLANE_SPAN}+0,x - sta: {]line*SPRITE_PLANE_SPAN}+2,x - sta: {]line*SPRITE_PLANE_SPAN}+4,x - sta: {]line*SPRITE_PLANE_SPAN}+6,x -]line equ ]line+1 - --^ - - plb - rts - - -; First, if there is only one sprite, then we can skip any overhead and do a single lda/and/ora/sta to put the -; sprite data on the screen. -; -; Second, if there are 4 or less, then we "stack" the sprite data using an unrolled loop that allows each -; sprite to just be a single and/ora pair and the final result is not written to any intermediate memory buffer. -; -; Third, if there are 5 or more sprites, then we assume that the sprites are "dense" and that there will be a -; non-trivial amount of overdraw. In this case we do a series of optimized copies of the sprite data *and* -; masks into a direct page buffer in *reverse order*. Once a mask value becomes zero, then nothing else can -; show through and that value can be skipped. Once all of the mask values are zero, then the render is terminated -; and the data buffer copied to the final destination. -; -; Note that these rendering algorithms impose a priority ordering on the sprites where lower sprite IDs are drawn -; underneath higher sprite IDs. -RenderActiveSpriteTiles - cmp #0 ; Is there only one active sprite? If so optimise - bne :many - - ldx vbuff ; load the address to the (adjusted) sprite tile - lda TileStore+TS_SCREEN_ADDR,y - tay - - lda tiledata+0,y - andl spritemask,x - oral spritedata,x - sta 00,s - - lda tiledata+2,y - andl spritemask+2,x - oral spritedata+2,x - sta 02,s - - ... - tsc - adc #320 - tcs - ... - - lda tiledata+{line*4},y - andl spritemask+{line*SPAN},x - oral spritedata+{line*SPAN},x - sta 160,s - - lda tiledata+{line*4}+2,y - andl spritemask+{line*SPAN}+2,x - oral spritedata+{line*SPAN}+2,x - sta 162,s - - rts - - -:many - lda TileStore+TS_SCREEN_ADDR,y - tcs - lda TileStore+TS_TILE_ADDR,y - tay - - ldx count - jmp (:arr,x) - lda tiledata+0,y - ldx vbuff - andl spritemask,x - oral spritedata,x - ldx vbuff+2 - andl spritemask,x - oral spritedata,x - ldx vbuff+4 - andl spritemask,x - oral spritedata,x - ... - sta 00,s - - ldx count - jmp (:arr,x) - lda tiledata+0,y - ldx vbuff - andl spritemask,x - oral spritedata,x - ldx vbuff+2 - andl spritemask,x - oral spritedata,x - ldx vbuff+4 - andl spritemask,x - oral spritedata,x - ... - sta 02,s - - sta 160,s - - sta 162,s - - tsc - adc #320 \ No newline at end of file diff --git a/src/Tiles.s b/src/Tiles.s index f5ec35d..741720e 100644 --- a/src/Tiles.s +++ b/src/Tiles.s @@ -1,20 +1,29 @@ ; Basic tile functions ; Copy tileset data from a pointer in memory to the tiledata back -; X = high word -; A = low word +; +; tmp0 = Pointer to tile data +; X = first tile +; Y = last tile +; +; To copy in three tiles starting at tile 5, for example, X = 5 and Y = 9 _LoadTileSet - sta tmp0 - stx tmp1 + txa + _Mul128 ; Jump to the target location + tax + tya + _Mul128 + sta tmp2 ; This is the terminating byte + ldy #0 - tyx :loop lda [tmp0],y stal tiledata,x - dex - dex - dey - dey - bne :loop + inx + inx + iny + iny + cpx tmp2 + bne :loop ; Use BNE so when Y=512 => $0000, we wait for wrap-around rts diff --git a/src/Tool.s b/src/Tool.s index 548783d..741f674 100644 --- a/src/Tool.s +++ b/src/Tool.s @@ -96,6 +96,7 @@ _CallTable adrl _TSClearBG1Buffer-1 adrl _TSSetBG1Scale-1 + adrl _TSGetAddress-1 _CTEnd _GTEAddSprite MAC UserTool $1000+GTEToolNum @@ -183,7 +184,7 @@ _TSShutDown jsr _CoreShutDown ; Shut down the library plb - lda EngineMode + lda EngineMode ; $0000 = system tool, $8000 = user tool set and #$8000 pha pei ToolNum @@ -305,18 +306,27 @@ _TSRenderDirty jsr _RenderDirty _TSExit #0;#2 -; LoadTileSet(Pointer) +; LoadTileSet(Start, Finish, Pointer) _TSLoadTileSet -TSPtr equ FirstParam +:TSPtr equ FirstParam +:finish equ FirstParam+4 +:start equ FirstParam+6 _TSEntry - lda TSPtr+2,s + lda :TSPtr+2,s ; stuff the pointer in the direct page + sta tmp1 + lda :TSPtr,s + sta tmp0 + + lda :start,s ; put the range in the registers tax - lda TSPtr,s + lda :finish,s + tay + jsr _LoadTileSet - _TSExit #0;#4 + _TSExit #0;#8 ; CreateSpriteStamp(spriteDescriptor: Word, vbuffAddr: Word) _TSCreateSpriteStamp @@ -807,6 +817,27 @@ _TSSetBG1Scale sta BG1Scaling _TSExit #0;#2 +_TSGetAddress +:output equ FirstParam+0 +:tblId equ FirstParam+4 + + _TSEntry + lda #0 + sta :output,s + sta :output+2,s + + lda :value,s + cmp #scanlineHorzOffset + bne :out + + lda #StartXMod164Arr + sta :output,s + lda #^StartXMod164Arr + sta :output+2,s + +:out + _TSExit #0;#2 + ; Insert the GTE code put Math.s @@ -821,6 +852,7 @@ _TSSetBG1Scale put Sprite2.s put SpriteRender.s put Render.s + put blitter/Scanline.s put render/Render.s put render/Fast.s put render/Slow.s diff --git a/src/blitter/Blitter.s b/src/blitter/Blitter.s index b71c0b3..c005369 100644 --- a/src/blitter/Blitter.s +++ b/src/blitter/Blitter.s @@ -57,7 +57,9 @@ _BltRange lda EngineMode bit #ENGINE_MODE_TWO_LAYER beq :skip_bank - + +; TODO: Switch to loading the selected BG1 bank. No special "Alt" bank + lda RenderFlags bit #RENDER_ALT_BG1 beq :primary @@ -81,7 +83,7 @@ _BltRange _R0W1 tsc ; save the stack pointer stal stk_save+1 - + blt_entry jml $000000 ; Jump into the blitter code $XX/YY00 blt_return _R0W0 diff --git a/src/blitter/Horz.s b/src/blitter/Horz.s index 75840de..55384fc 100644 --- a/src/blitter/Horz.s +++ b/src/blitter/Horz.s @@ -205,9 +205,8 @@ _ApplyBG0XPos ; where the exit will be patched in dec ; (a - 1) % 164 - bpl :hop1 + bpl *+5 lda #163 -:hop1 ; If the exit byte is odd, then the left edge is even-aligned and we round down and exit at at ; that word. @@ -243,7 +242,7 @@ _ApplyBG0XPos dec ; to get the index of the first on-screen byte cmp #164 ; Keep the value in range - bcc :hop2 + bcc *+5 sbc #164 :hop2 @@ -321,7 +320,7 @@ _ApplyBG0XPos adc :virt_line_x2 ; filled in sta :virt_line_x2 - lda :exit_address ; Save from this location + lda :exit_address ; Save from this location (not needed in fast mode) SaveOpcode ; X = :exit_address on return txy ; ldy :exit_address -- starting at this address @@ -336,7 +335,7 @@ _ApplyBG0XPos lda :entry_offset ldy :base_address - SetCodeEntry ; All registers are preserved + SetCodeEntry ; All registers are preserved ; Now, patch in the opcode diff --git a/src/blitter/Scanline.s b/src/blitter/Scanline.s new file mode 100644 index 0000000..15f0ed1 --- /dev/null +++ b/src/blitter/Scanline.s @@ -0,0 +1,257 @@ +; This support an alternate engine mode. When in scanline mode the renderer does not use the +; global StartX and StartY parameters to set up the code field. Instead, an array of scanline +; parameters must be provided to the blitter. +; +; This is a low-level mode and it is assumed that the arrays will contain valid values. This +; process is quite a bit slower that the normal setup because it must calculate code field +; entry points for each line, instead of once for the entire frame. + +_ScanlineBG0XPos + +:stk_save equ tmp0 +:virt_line_x2 equ tmp1 +:last_line_x2 equ tmp2 +:src_bank equ tmp3 +:exit_offset equ tmp4 +:entry_offset equ tmp5 +:exit_bra equ tmp6 +:exit_address equ tmp7 +:base_address equ tmp8 +:opcode equ tmp9 +:odd_entry_offset equ tmp10 + + brk $AB + lda StartYMod208 ; This is the base line of the virtual screen + asl + sta :virt_line_x2 ; Keep track of it + + lda ScreenHeight + asl + clc + adc :virt_line_x2 + sta :last_line_x2 + + phb + phb + pla + and #$FF00 + sta :src_bank + +:loop + ldx :virt_line_x2 + + lda StartXMod164Arr,x ; Get the offset for this line + dec ; The exit point is one byte sooner + bpl *+5 + lda #163 + + bit #$0001 ; if odd, then original number was even + beq :odd_exit ; if even, the original number was odd + + ; This is the even code path + and #$FFFE + tay + lda CodeFieldEvenBRA,y + sta :exit_bra + lda Col2CodeOffset,y + sta :exit_offset + sta LastPatchOffsetArr,x ; Cache afor later + bra :do_entry + +; This is the odd code path +:odd_exit tay + lda CodeFieldOddBRA,y + sta :exit_bra + lda Col2CodeOffset,y + sta :exit_offset + sta LastPatchOffsetArr,x + +; Handle the entry point calculations +:do_entry + lda StartXMod164Arr,x + clc + adc ScreenWidth ; move to the right edge and back up a byte + dec ; to get the index of the first on-screen byte + + cmp #164 ; Keep the value in range + bcc *+5 + sbc #164 + +; Same logic as before + + bit #$0001 + beq :odd_entry + + and #$FFFE + tay + lda Col2CodeOffset,y + sta :entry_offset + lda #$004C ; set the entry_jmp opcode to JMP + sta :opcode + stz :odd_entry_offset ; mark as an even case + bra :prep_complete + +:odd_entry + tay + lda Col2CodeOffset,y + sta :entry_offset ; Will be used to load the data + lda Col2CodeOffset-2,y + sta :odd_entry_offset ; will the the actual location to jump to + lda #$00AF ; set the entry_jmp opcode to LDAL + sta :opcode +:prep_complete + +; Now patch in the code field line + + ldy BTableLow,x ; Get the address of the first code field line + clc + adc :exit_offset ; Add some offsets to get the base address in the code field line + sta :exit_address + sty :base_address + + lda BTableHigh,x + ora :src_bank + pha + plb + +; First step is to set the BRA instruction to exit the code field at the proper location. There +; are two sub-steps to do here; we need to save the 16-bit value that exists at the location and +; then overwrite it with the branch instruction. + +; SaveOpcode + ; y is already set to :base_address + ldx :exit_address ; Save from this location + lda: $0000,x + sta: OPCODE_SAVE+$0000,y + +;SetConst +; txy ; ldy :exit_address -- starting at this address + lda :exit_bra ; Copy this value into all of the lines + sta: $0000,x + +; Next, patch in the CODE_ENTRY value, which is the low byte of a JMP instruction. This is an +; 8-bit operation and, since the PEA code is bank aligned, we use the entry_offset value directly + + sep #$20 + +; SetCodeEntry + lda :entry_offset +; ldy :base_address + sta: CODE_ENTRY+$0000,y + +; SetCodeEntryOpcode + + lda :opcode + sta: CODE_ENTRY_OPCODE+$0000,y + +; If this is an odd entry, also set the odd_entry low byte and save the operand high byte + + lda :odd_entry_offset + beq :not_odd + +; SetOddCodeEntry + sta: ODD_ENTRY+$0000,y +; SaveHighOperand +; ldx :exit_address + lda: $0002,x + sta: OPCODE_HIGH_SAVE+$0000,y +:not_odd + rep #$20 ; clear the carry + +; Do the end of the loop -- update the virtual line counter and reduce the number +; of lines left to render + + plb ; restore the bank + + lda :virt_line_x2 + inc + inc + sta :virt_line_x2 + cmp :last_line_x2 + jne :loop + + rts + + +_RestoreScanlineBG0Opcodes + +:virt_line_x2 equ tmp1 +:lines_left_x2 equ tmp2 +:src_bank equ tmp6 + + asl + sta :virt_line_x2 ; Keep track of it + + phb + phb + pla + and #$FF00 + sta :src_bank + + txa + asl + sta :lines_left_x2 + +:loop + ldx :virt_line_x2 + + lda BTableHigh,x + ora :src_bank + pha + + lda BTableLow,x ; Get the address of the first code field line + clc + adc LastPatchOffsetArr,x + tax + + plb + lda: OPCODE_SAVE+$0000,y + sta: $0000,x + +; Do the end of the loop -- update the virtual line counter and reduce the number +; of lines left to render + + plb ; restore the bank + + lda :virt_line_x2 + inc + inc + sta :virt_line_x2 + cmp :last_line_x2 + jne :loop + + stz LastPatchOffset ; Clear the value once completed + rts + +; Unrolled copy routine to move BankTable entries into BNK_ADDR position. This is a bit different than the +; other routines, because we don't need to put values into the code fields, but just copy one-byte values +; into an internal array in bank 00 space. The reason for this is because the code sequence +; +; lda #ADDR +; tcs +; plb +; +; Take only 9 cycles, but the alternative is slower +; +; pea #$BBBB +; plb +; plb = 13 cycles +; +; If for some reason it becomes important to preserve the accumulator, or save the 208 bytes of +; bank 00 memory, then we can change it. The advantage right now is that updating the array can +; be done 16-bits at a time and without having to chunk up the writes across multiple banks. This +; is quite a bit faster than the other routines. +CopyTableToBankBytes + + tsx ; save the stack + sei + jmp $0000 + + lda: 2,y + pha + lda: 0,y + pha +bottom + txs ; restore the stack + cli ; turn interrupts back on + rts diff --git a/src/blitter/Template.s b/src/blitter/Template.s index 332b534..427249e 100644 --- a/src/blitter/Template.s +++ b/src/blitter/Template.s @@ -5,10 +5,12 @@ DP_ADDR equ entry_1-base+1 ; offset to patch in the direct page for dynamic tiles BG1_ADDR equ entry_2-base+1 ; offset to patch in the Y-reg for BG1 (dp),y addressing STK_ADDR equ entry_3-base+1 ; offset to patch in the stack (SHR) right edge address +; BNK_ADDR equ entry_0-base+1 ; offset to patch in the address of a Bank 0 memory location to load the bank register DP_ENTRY equ entry_1-base TWO_LYR_ENTRY equ entry_2-base ONE_LYR_ENTRY equ entry_3-base +; BANK_ENTRY equ entry_0-base CODE_ENTRY_OPCODE equ entry_jmp-base CODE_ENTRY equ entry_jmp-base+1 ; low byte of the page-aligned jump address @@ -66,6 +68,9 @@ BankPatchNum equ *-BankPatches ; the code is assembled on a page boundary to help with alignment ds \,$00 ; pad to the next page boundary base +;entry_0 lda #0000 ; Used to set per-scanline bank register +; tcs +; plb entry_1 ldx #0000 ; Used for LDA 00,x addressing (Dynamic Tiles) entry_2 ldy #0000 ; Used for LDA (00),y addressing (Second Layer; BG1) entry_3 lda #0000 ; Sets screen address (right edge) diff --git a/src/blitter/TemplateUtils.s b/src/blitter/TemplateUtils.s index 534b19e..a027127 100644 --- a/src/blitter/TemplateUtils.s +++ b/src/blitter/TemplateUtils.s @@ -245,8 +245,8 @@ BuildBank plb plb -; Change the patched value to one of DP_ENTRY, TWO_LYR_ENTRY or ONE_LYR_ENTRY based on the capabilities -; that the engine needs. +; Change the patched value to one of BANK_ENTRY, DP_ENTRY, TWO_LYR_ENTRY or ONE_LYR_ENTRY based +; on the capabilities that the engine needs. lda #DP_ENTRY sta :entryOffset diff --git a/src/blitter/Vert.s b/src/blitter/Vert.s index e949b73..b31f2f6 100644 --- a/src/blitter/Vert.s +++ b/src/blitter/Vert.s @@ -5,7 +5,7 @@ ; Based on the current value of StartY in the direct page. Set up the dispatch ; information so that the BltRange driver will render the correct code field ; lines in the correct order -_ApplyBG0YPos +_ApplyBG0YPosOld :rtbl_idx_x2 equ tmp0 :virt_line_x2 equ tmp1 @@ -51,7 +51,7 @@ _ApplyBG0YPos ldal BTableLow,x ; Get the address of the first code field line tay - ldal BTableHigh,x ; Target bank in low byte, current bank in high + ldal BTableHigh,x ; Target bank in low byte pha txa @@ -69,7 +69,8 @@ _ApplyBG0YPos sta :virt_line_x2 plb - CopyRTableToStkAddr :rtbl_idx_x2 ; X = rtbl_idx_x2 on return + jsr _CopyRTableToStkAddr +; CopyRTableToStkAddr :rtbl_idx_x2 ; X = rtbl_idx_x2 on return txa ; carry flag is unchanged adc :draw_count_x2 ; advance the index into the RTable @@ -87,9 +88,162 @@ _ApplyBG0YPos plb rts +; This is an optimized version of _ApplyBG0YPos. We pre-compute the breakdown across the bank +; boundries in order to eliminate the the minimum calculation and some loop variable updates +; from the inner loop. + +_ApplyBG0YPos + +:rtbl_idx_x2 equ tmp0 +:virt_line_x2 equ tmp1 +:lines_left_x2 equ tmp2 +:draw_count_x2 equ tmp3 +:stk_save equ tmp4 +:line_count equ tmp5 + +; First task is to fill in the STK_ADDR values by copying them from the RTable array. We +; copy from RTable[i] into BlitField[StartY+i]. As with all of this code, the difficult part +; is decomposing the update across banks + + stz :rtbl_idx_x2 ; Start copying from the first entry in the table + + lda StartY ; This is the base line of the virtual screen + jsr Mod208 + sta StartYMod208 + + asl + sta :virt_line_x2 ; Keep track of it + + phb ; Save the current bank + tsc ; we intentionally leak one byte of stack in each loop + sta :stk_save ; iteration, so save the stack to repair at the end + +; copy a range of address from the table into the destination bank. If we restrict ourselves to +; rectangular playfields, this can be optimized to just subtracting a constant value. See the +; Templates::SetScreenAddrs subroutine. + + lda ScreenHeight + asl + sta :lines_left_x2 + +; This is the verbose part -- figure out how many lines to draw. We don't want to artificially limit +; the height of the visible screen (for example, doing an animated wipe while scrolling), so the screen +; height could be anything from 1 to 200. +; +; For larger values, we want to break things up on 16-line boundaries based on the virt_line value. So, +; +; draw_count = min(lines_left, (16 - (virt_line % 16)) + +; Pre-loop: Calculate the number of lines to copy to get the loop into a bank-aligned state +; +; lines_in_bank = 16 - (virt_line % 16) +:pre + ldx :virt_line_x2 + ldal BTableLow,x ; Get the address of the first code field line + tay + + ldal BTableHigh,x ; Target bank in low byte + pha + + txa + and #$001E + eor #$FFFF + sec + adc #32 + min :lines_left_x2 + + sta :draw_count_x2 ; Do this many lines + tax + + clc ; pre-advance virt_line_2 because we have the value + adc :virt_line_x2 + sta :virt_line_x2 + + plb + jsr _CopyRTableToStkAddr + + txa ; carry flag is unchanged + adc :draw_count_x2 ; advance the index into the RTable + sta :rtbl_idx_x2 + + lda :lines_left_x2 ; subtract the number of lines we just completed + sec + sbc :draw_count_x2 + sta :lines_left_x2 + + jeq :done ; if there are no lines left, we're done! + cmp #33 + jcc :post ; if there are 16 lines or less left, jump to post + +; Now we are in the main loop. We know that the virt_line is a multiple of 16, but the number +; of remaining lines could be any number greater than 0. we test to see if the lines_left are +; less than 16. If so, we can jump straight to the post-loop update. Otherwise we caculate +; the number of 16-line iterations and but that in an auxiliary count variable and simplify +; the loop update. + + tax + and #$001E ; this is the number of lines in post + sta :lines_left_x2 + txa + lsr + lsr + lsr + lsr + lsr + sta :line_count ; single byte count, saves 9 cycles per loop iteration + +:loop + ldx :virt_line_x2 + ldal BTableLow,x ; Get the address of the first code field line + tay + + ldal BTableHigh,x ; Target bank in low byte + pha + + lda #32 ; Do this many lines (x2) + tax + + clc ; pre-advance virt_line_2 because we have the value + adc :virt_line_x2 + sta :virt_line_x2 + + plb + CopyRTableToStkAddr :rtbl_idx_x2 + + txa ; carry flag is unchanged + adc #32 ; advance the index into the RTable + sta :rtbl_idx_x2 + + dec :line_count + jne :loop + + lda :lines_left_x2 + beq :done + +; Draw some number of lines that are less that 16. No need to update loop variabls because we +; know we are in the last iteration + +:post + ldx :virt_line_x2 + ldal BTableLow,x ; Get the address of the first code field line + tay + + ldal BTableHigh,x ; Target bank in low byte + pha + + ldx :lines_left_x2 ; Do this many lines + plb + jsr _CopyRTableToStkAddr + +:done + lda :stk_save + tcs + plb + rts + ; Unrolled copy routine to move RTable intries into STK_ADDR position. ; -; A = intect into the RTable array (x2) +; A = index into the RTable array (x2) ; Y = starting line * $1000 ; X = number of lines (x2) CopyRTableToStkAddr mac @@ -163,4 +317,8 @@ x02 ldal RTable+02,x x01 ldal RTable+00,x sta: STK_ADDR+$0000,y bottom - <<< \ No newline at end of file + <<< + +_CopyRTableToStkAddr + CopyRTableToStkAddr tmp0 + rts \ No newline at end of file diff --git a/src/static/TileStore.s b/src/static/TileStore.s index 6783380..74e733b 100644 --- a/src/static/TileStore.s +++ b/src/static/TileStore.s @@ -535,4 +535,9 @@ Scale14 dw $0038,$003A,$003A,$003A,$003C,$003C,$003C,$003C,$003E,$003E,$003E,$ Scale15 dw $003C,$003C,$003C,$003E,$003E,$003E,$003E,$0040,$0040,$0040,$0040,$0042,$0042,$0042,$0042,$0044,$0044,$0044,$0044,$0046,$0046,$0046,$0046,$0048,$0048,$0048,$0048,$004A,$004A,$004A,$004A,$004C,$004C,$004C,$004C,$004E,$004E,$004E,$004E,$0050,$0050,$0050,$0050,$0052,$0052,$0052,$0052,$0054,$0054,$0054,$0054,$0056,$0056,$0056,$0056,$0058,$0058,$0058,$0058,$005A,$005A,$005A,$005A,$005C,$005C,$005C,$005C,$005E,$005E,$005E,$005E,$0060,$0060,$0060,$0060,$0062,$0062,$0062,$0062,$0064,$0064,$0064 blt_return -stk_save \ No newline at end of file +stk_save + +StartXMod164Arr ENT + ds 416*2 +LastPatchOffsetArr ENT + ds 416*2