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https://github.com/lscharen/iigs-game-engine.git
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Fix vertical offset bug; was using the TileStore lookup index, not the TileStore offset
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@ -16,6 +16,17 @@ AreaIndex equ tmp7
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SpriteBit equ tmp10 ; set the bit of the value that if the current sprite index
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; VBuffOrigin equ tmp11
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; Table of pre-multiplied vbuff strides
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vbuff_mul
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dw 0*VBUFF_STRIDE_BYTES
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dw 1*VBUFF_STRIDE_BYTES
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dw 2*VBUFF_STRIDE_BYTES
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dw 3*VBUFF_STRIDE_BYTES
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dw 4*VBUFF_STRIDE_BYTES
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dw 5*VBUFF_STRIDE_BYTES
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dw 6*VBUFF_STRIDE_BYTES
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dw 7*VBUFF_STRIDE_BYTES
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; Marks a sprite as dirty. The work here is mapping from local screen coordinates to the
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; tile store indices. The first step is to adjust the sprite coordinates based on the current
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; code field offsets and then cache variations of this value needed in the rest of the subroutine
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@ -94,7 +105,7 @@ _CalcDirtySprite
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txa ; Get the vertical offset in the VBUFF memory
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asl
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tax
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ldal :vbuff_mul,x
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ldal vbuff_mul,x
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sta tmp0
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; Add the horizontal position to the horizontal offset to find the first column in the
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@ -104,23 +115,29 @@ _CalcDirtySprite
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clc
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lda _Sprites+SPRITE_CLIP_LEFT,y
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adc StartXMod164
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tax
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pha
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and #$FFFC
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lsr ; Even numbers from [0, 160] (80 elements)
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adc RowTop
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sta _Sprites+TS_LOOKUP_INDEX,y ; This is the index into the TileStoreLookup table
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; Create an offset value for loading the calculated VBUFF addresses within the core renderer
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; Create an offset value for loading the calculated VBUFF addresses within the core renderer by
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; subtracting the actual TileStore offset from the sprite's vbuff address array
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eor #$FFFF
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tax
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lda _Sprites+VBUFF_ARRAY_ADDR,y
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sec
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adc _Sprites+VBUFF_ARRAY_ADDR,y
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sbc TileStoreLookup,x
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; eor #$FFFF
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; sec
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; adc _Sprites+VBUFF_ARRAY_ADDR,y
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sta tmp1 ; Spill this value to direct page temp space
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; Calculate the final address of the sprite data in the stamp buffer. We have to move earlier
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; in the buffer based on the horizontal offset and move up for each vertical offset.
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txa
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pla
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and #$0003
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tax
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clc
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@ -167,23 +184,13 @@ _MarkDirtySpriteTiles
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clc
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ldx _Sprites+TS_COVERAGE_SIZE,y
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jmp (:mark,x)
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jmp (mdsmark,x)
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:mark dw :mark1x1,:mark1x2,:mark1x3,mdsOut
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mdsmark dw :mark1x1,:mark1x2,:mark1x3,mdsOut
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dw :mark2x1,:mark2x2,:mark2x3,mdsOut
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dw :mark3x1,:mark3x2,:mark3x3,mdsOut
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dw mdsOut,mdsOut,mdsOut,mdsOut
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:vbuff_mul
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dw 0*VBUFF_STRIDE_BYTES
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dw 1*VBUFF_STRIDE_BYTES
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dw 2*VBUFF_STRIDE_BYTES
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dw 3*VBUFF_STRIDE_BYTES
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dw 4*VBUFF_STRIDE_BYTES
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dw 5*VBUFF_STRIDE_BYTES
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dw 6*VBUFF_STRIDE_BYTES
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dw 7*VBUFF_STRIDE_BYTES
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; Pair of macros to make the unrolled loop more concise
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;
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; 1. Load the tile store address from a fixed offset
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