mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-06-08 03:29:32 +00:00
Fix off-by-one error in overlay
This commit is contained in:
parent
b449d983ee
commit
e013ff03fd
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@ -47,6 +47,7 @@ PlayerX equ 40
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PlayerY equ 42
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PlayerY equ 42
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PlayerXVel equ 44
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PlayerXVel equ 44
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PlayerYVel equ 46
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PlayerYVel equ 46
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OverlayTop equ 48
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phk
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phk
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plb
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plb
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@ -107,6 +108,7 @@ PlayerYVel equ 46
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sta StartY
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sta StartY
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stz frameCount
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stz frameCount
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stz frameCountTotal
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stz frameCountTotal
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stz OverlayTop
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pei StartX
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pei StartX
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pei StartY
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pei StartY
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@ -222,7 +224,21 @@ EvtLoop
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_GTESetBG0Origin
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_GTESetBG0Origin
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bra :do_render
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bra :do_render
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:not_w
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:not_w
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cmp #' '
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bne :not_space
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lda OverlayTop
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inc
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and #$3F
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sta OverlayTop
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pha
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clc
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adc #8
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pha
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pea #^StatusBar
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pea #StatusBar
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_GTEUpdateOverlay
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:not_space
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:do_render
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:do_render
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jsr SetBG1Animation ; Update the per-scanline BG1 offsets
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jsr SetBG1Animation ; Update the per-scanline BG1 offsets
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@ -275,6 +275,17 @@ r_ovrly
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--^
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--^
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jmp r_ovrly_rtn ; In R1W1, so can't use the stack
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jmp r_ovrly_rtn ; In R1W1, so can't use the stack
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r_ovrly2
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]idx equ 0
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lup R_CHAR_COUNT
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lda r_line+]idx,x
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sta ]idx
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lda r_line+]idx+2,x
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sta ]idx+2
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]idx equ ]idx+4
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--^
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jmp r_ovrly_rtn ; In R1W1, so can't use the stack
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l_ovrly
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l_ovrly
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]idx equ 0
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]idx equ 0
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lup L_CHAR_COUNT
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lup L_CHAR_COUNT
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@ -290,10 +301,22 @@ l_ovrly
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--^
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--^
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jmp l_ovrly_rtn
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jmp l_ovrly_rtn
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l_ovrly2
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]idx equ 0
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lup L_CHAR_COUNT
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lda l_line+]idx,x
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sta ]idx
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lda l_line+]idx+2,x
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sta ]idx+2
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]idx equ ]idx+4
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--^
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jmp l_ovrly_rtn
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; Single TSB slam
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; Single TSB slam
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m_line
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m_line
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]idx equ $9E
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]idx equ $9E
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lup 80 ; 80 words max for a full-width screen
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lup 80 ; 80 words max for a full-width screen
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; sta ]idx
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tsb ]idx
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tsb ]idx
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]idx equ ]idx-2
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]idx equ ]idx-2
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--^
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--^
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328
src/Render.s
328
src/Render.s
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@ -135,6 +135,7 @@ _Render
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:no_removal
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:no_removal
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rts
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rts
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; Small helper function to draw a single overlay
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_DoOverlay
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_DoOverlay
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lda Overlays+OVERLAY_PROC
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lda Overlays+OVERLAY_PROC
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stal :disp+1
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stal :disp+1
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@ -162,12 +163,9 @@ _RenderScanlines
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jsr _ResetBG1YTable
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jsr _ResetBG1YTable
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:ytbl_ok
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:ytbl_ok
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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jsr _ApplyBG0YPos ; Set stack addresses for the virtual lines to the physical screen
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jsr _ApplyScanlineBG1YPos ; Set the y-register values of the blitter
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jsr _ApplyScanlineBG1YPos ; Set the y-register values of the blitter
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; _ApplyBG0Xpos need to be split because we have to set the offsets, then draw in any updated tiles, and
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; finally patch out the code field. Right now, the BRA operand is getting overwritten by tile data.
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jsr _ApplyBG0XPosPre
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jsr _ApplyBG0XPosPre
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jsr _ApplyBG1XPosPre
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jsr _ApplyBG1XPosPre
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@ -233,7 +231,7 @@ _RenderScanlines
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; i. Draw the overlay
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; i. Draw the overlay
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; ii. Change the sprite segment to start after the overlay
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; ii. Change the sprite segment to start after the overlay
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; iii. Go to [1]
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; iii. Go to [1]
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_DrawFinalPass2
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_DrawFinalPass
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:cursor equ tmp8
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:cursor equ tmp8
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:bottom equ tmp9
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:bottom equ tmp9
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@ -306,9 +304,10 @@ _DrawFinalPass2
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:_somerge
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:_somerge
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phxy
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phxy
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ldx :cursor
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ldy _Sprites+SPRITE_CLIP_TOP,x ; PEI Slam to the top of the overlay (:bottom is greater than this value)
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ldy _Sprites+SPRITE_CLIP_TOP,x ; PEI Slam to the top of the overlay (:bottom is greater than this value)
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ldx :cursor
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sty :cursor
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sty :cursor
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; brk $44
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jsr _PEISlam
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jsr _PEISlam
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lda 3,s ; Retrieve the sprite index
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lda 3,s ; Retrieve the sprite index
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tax
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tax
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@ -371,112 +370,6 @@ _DrawFinalPass2
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sta :cursor
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sta :cursor
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brl :_so_loop
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brl :_so_loop
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_DrawFinalPass
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:cursor equ tmp8
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stz :cursor ; Current mark in the sweep down the screen
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ldy ObjectListHead ; If there are no items, just _BltRange the rest of the screen and return
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jmi :finish
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:loop
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ldx :cursor
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lda ObjectList+OL_SPRITE_TOP,y
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sta :cursor
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jsr :_BltRange3 ; Expose from the cursor to the top and update the cursor
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lda ObjectList+OL_SPRITE_ID,y ; See if we are processing an overlay or a sprite region
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bit #SPRITE_OVERLAY
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jne :obj_is_overlay
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:obj_is_sprite
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ldx ObjectList+OL_NEXT,y
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jmi :sprite_complete
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; Look at the next item, if it's below the current sprite range, do a slam and move on to the next item
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lda ObjectList+OL_CLIP_BOTTOM,y
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cmp ObjectList+OL_CLIP_TOP,x
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bcs :sprite_overlap
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txy ; Move to the next sprite
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ldx :cursor
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sta :cursor ; A = bottom, x = :cursor
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jsr _PEISlam
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bra :loop ; Loop back and do the BltRange up to the top of the next sprite
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; Now we know that the next item must be an overlay (because sprite ranges are already combined), so go ahead
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; and PEI slam up to the top of the overlay
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:sprite_overlap
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lda ObjectList+OL_CLIP_TOP,x
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ldx :cursor
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sta :cursor
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jsr _PEISlam
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lda ObjectList+OL_CLIP_BOTTOM,x ; If the overlay is fully within the sprite, do extra work.
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cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
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bcc :split
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txy
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bra :overlay_next
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:split
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jsr split
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bra :obj_is_sprite
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; Do a similar process for the overlays
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:obj_is_overlay
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ldx ObjectList+OL_NEXT,y
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bmi :ovrly_complete
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; Look at the next item, if it's below the current overlay range, draw the overlay and move on to the next item
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lda ObjectList+OL_CLIP_BOTTOM,y
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cmp ObjectList+OL_CLIP_TOP,x
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bcs :ovrly_overlap
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jsr DrawOverlayY
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txy ; Move to the next item
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bra :loop ; Loop back and do the BltRange up to the top of the next sprite
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; Now we know that the next item must be a sprite. Skip any sprite that are completely covered by the overlay. If
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; a sprite is split by the overlay, then reduce the top value
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:ovrly_overlap
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lda ObjectList+OL_CLIP_TOP,x
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ldx :cursor
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sta :cursor
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jsr PEISlam
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lda ObjectList+OL_CLIP_BOTTOM,x ; If the next
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cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
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bcc :split
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txy
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bra :overlay_next
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; When a sprite is the last item before the end of the screen, jump here
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:sprite_complete
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ldx :cursor
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lda ObjectList+OL_CLIP_BOTTOM,y
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sta :cursor
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tay
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jsr PEISlam
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; Jump here when there are no items left to process.
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:finish
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ldx :cursor
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ldy ScreenHeight
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jmp _BltRange
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lda ObjectList+OL_CLIP_BOTTOM,x ; If the overlay is fully within the sprite, do extra work.
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cmp ObjectList+OL_CLIP_BOTTOM,y ; Otherwise continue knowing we are currently handling an overlay
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bcc :split
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txy
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bra :overlay_next
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; Run through all of the tiles on the DirtyTile list and render them
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; Run through all of the tiles on the DirtyTile list and render them
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_ApplyTiles
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_ApplyTiles
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ldx DirtyTileCount
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ldx DirtyTileCount
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@ -575,97 +468,14 @@ _RenderWithShadowing
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; At this point, everything in the background has been rendered into the code field. Next, we need
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; At this point, everything in the background has been rendered into the code field. Next, we need
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; to create priority lists of scanline ranges.
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; to create priority lists of scanline ranges.
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; jsr _BuildShadowList ; Create the ranges based on the sorted sprite y-values
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jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
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jsr _ShadowOff ; Turn off shadowing and draw all the scanlines with sprites on them
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jsr _DrawShadowList
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jsr _DrawShadowList
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jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
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jsr _DrawDirectSprites ; Draw the sprites directly to the Bank $01 graphics buffer (skipping the render-to-tile step)
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jsr _ShadowOn ; Turn shadowing back on
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jsr _ShadowOn ; Turn shadowing back on
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jsr _DrawFinalPass
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jsr _DrawFinalPass
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;
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; The objects that need to be reasoned about are
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;
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; 1. Sprites
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; 2. Overlays
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; a. Solid High Priority
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; b. Solid Low Priority
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; c. Masked High Priority
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; d. Masked Low Priority
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; 3. Background
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;
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; Notes:
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;
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; A High Priority overlay is rendered above the sprites
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; A Low Priority overlay is rendered below the sprites
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; A Solid High Priority overlay obscured everything and if the only thing drawn on the scanline
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;
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; The order of draw oprations is:
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;
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; 1. Turn off shadowing
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; 2. Draw the background for scanlines with (Sprites OR a Masked Low Priority overlay) AND NOT a Solid Low Priority overlay
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; 3. Draw the Solid Low Priority overlays
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; 4. Draw the Sprites
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; 5. Draw the Masked Low Priority overlays
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; 6. Turn on shadowing
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; 7. Draw, in top-to-bottom order
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; a. Background lines not drawn yet
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; b. PEI Slam lines with (Sprites OR a Masked Low Priority Overlay) AND NOT a High Priority overlay
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; c. High Priority overlays
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;
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; The work of this routine is to quickly build a sorted list of scanline ranges that can call the appropriate
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; sub-renderer
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; jsr BuildShadowSegments
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;
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; The trick is to create a bit-field mapping for the different actions to define
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; lda Overlays
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; beq :no_ovrly
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;
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; jsr _ShadowOff
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; Shadowing is turned off. Render all of the scan lines that need a second pass. One
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; optimization that can be done here is that the lines can be rendered in any order
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; since it is not shown on-screen yet.
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; ldx Overlays+OVERLAY_TOP ; Blit the full virtual buffer to the screen
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; ldy Overlays+OVERLAY_BOTTOM
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; jsr _BltRange
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; Turn shadowing back on
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; jsr _ShadowOn
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; Now render all of the remaining lines in top-to-bottom (or bottom-to-top) order
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; ldx #0
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; ldy Overlays+OVERLAY_TOP
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; beq :skip
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; jsr _BltRange
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;:skip
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; jsr _DoOverlay
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; ldx Overlays+OVERLAY_BOTTOM
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; cpx ScreenHeight
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; beq :done
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; ldy ScreenHeight
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; jsr _BltRange
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; bra :done
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;:no_ovrly
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; ldx #0 ; Blit the full virtual buffer to the screen
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; ldy ScreenHeight
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; jsr _BltRange
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;:done
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; ldx #0
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; ldy ScreenHeight
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; jsr _BltSCB
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lda StartYMod208 ; Restore the fields back to their original state
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lda StartYMod208 ; Restore the fields back to their original state
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ldx ScreenHeight
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ldx ScreenHeight
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jsr _RestoreBG0Opcodes
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jsr _RestoreBG0Opcodes
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@ -690,95 +500,6 @@ _RenderWithShadowing
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:no_removal
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:no_removal
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rts
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rts
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; Look at the overlay list and the sprite list and figure out which scanline ranges need to be
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; blitted in what order. We try to build all of the scan line segments lists because that
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; saves the work of re-scanning the lists.
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;
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; The semgent list definitions are:
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;
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; BLIT_W_SHADOW_OF
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BuildShadowSegments
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; ldx _SortedHead
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; bmi :no_sprite
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;:loop
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; lda _Sprites+CLIP_TOP,x
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; lda _Sprites+SORTED_NEXT,x
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; tax
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; bpl :loop
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;
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; lda #0 ; Start at the top of the
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rts
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; Function go through the object list and draw the background for areas that will need to draw
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; additional items on top
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_DrawShadowBkgnd
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ldx _SortedHead
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bmi :empty ; If there is nothing, do nothing
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lda _Sprites+SPRITE_ID,x
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:empty
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rts
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; Function to iterate through the object list and build a merged scanline list of areas of the screen that
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; need to be drawn with shadowing off.
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_BuildShadowList
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ldy #0 ; This is the index into the list of shadow segments
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ldx _SortedHead
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||||||
|
|
||||||
:preloop
|
|
||||||
bmi :empty ; If the list is empty / skipped, do nothing
|
|
||||||
lda _Sprites+SPRITE_ID,x
|
|
||||||
bit #SPRITE_HIDE ; Make sure we don't do extra work for hidden objects
|
|
||||||
beq :insert
|
|
||||||
lda _Sprites+SORTED_NEXT,x
|
|
||||||
tax
|
|
||||||
bra :preloop
|
|
||||||
|
|
||||||
; Start of loop
|
|
||||||
:advance
|
|
||||||
iny
|
|
||||||
iny
|
|
||||||
|
|
||||||
:insert
|
|
||||||
lda _Sprites+SPRITE_CLIP_TOP,x ; Load the sprite's top line
|
|
||||||
sta _ShadowListTop,y ; Set the top entry of the list to the sprite top
|
|
||||||
|
|
||||||
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Optimistically set the end of the segment to the bottom of this sprite
|
|
||||||
inc ; Clip values are on the scanline, so add one to make it a proper interval
|
|
||||||
|
|
||||||
:replace
|
|
||||||
sta _ShadowListBottom,y
|
|
||||||
:skip
|
|
||||||
lda _Sprites+SORTED_NEXT,x ; If there another sprite in the list?
|
|
||||||
bmi :no_more_sprites ; If not, we can finish up
|
|
||||||
|
|
||||||
tax
|
|
||||||
lda _Sprites+SPRITE_ID,x
|
|
||||||
bit #SPRITE_HIDE
|
|
||||||
bne :skip
|
|
||||||
|
|
||||||
lda _ShadowListBottom,y ; If the bottom of the current sprite is _less than_ the top of the next
|
|
||||||
cmp _Sprites+SPRITE_CLIP_TOP,x ; sprite, then there is a gap and we create a new entry
|
|
||||||
bcc :advance
|
|
||||||
|
|
||||||
lda _Sprites+SPRITE_CLIP_BOTTOM,x ; Get the bottom value of the next sprite.
|
|
||||||
inc
|
|
||||||
cmp _ShadowListBottom,y ; If it extends the segment then replace the value, otherwise skip
|
|
||||||
bcc :skip
|
|
||||||
bra :replace
|
|
||||||
|
|
||||||
:no_more_sprites
|
|
||||||
iny ; Set the list count to N * 2
|
|
||||||
iny
|
|
||||||
:empty
|
|
||||||
sty _ShadowListCount
|
|
||||||
rts
|
|
||||||
|
|
||||||
; Iterate through the shadow list and call _BltRange on each
|
; Iterate through the shadow list and call _BltRange on each
|
||||||
_DrawShadowList
|
_DrawShadowList
|
||||||
ldx #0
|
ldx #0
|
||||||
|
@ -882,12 +603,6 @@ _DrawDirectSprites
|
||||||
;
|
;
|
||||||
; We can't alter that actual sorted list of items, so we create a reduced list which allows items to be filtered and
|
; We can't alter that actual sorted list of items, so we create a reduced list which allows items to be filtered and
|
||||||
; to keep a simple, single-linked list
|
; to keep a simple, single-linked list
|
||||||
isNotHidden mac
|
|
||||||
bit #SPRITE_OVERLAY
|
|
||||||
bne ]1
|
|
||||||
bit #SPRITE_HIDE
|
|
||||||
beq ]1
|
|
||||||
|
|
||||||
EOL equ $FFFF
|
EOL equ $FFFF
|
||||||
|
|
||||||
|
|
||||||
|
@ -1009,9 +724,6 @@ _DrawObjShadow
|
||||||
;:empty
|
;:empty
|
||||||
; rts
|
; rts
|
||||||
|
|
||||||
; Walk the object list and call _BltRange for the sprite
|
|
||||||
_DrawShadowRanges
|
|
||||||
|
|
||||||
|
|
||||||
; Split
|
; Split
|
||||||
;
|
;
|
||||||
|
@ -1023,21 +735,21 @@ _DrawShadowRanges
|
||||||
split
|
split
|
||||||
:prev equ tmp15
|
:prev equ tmp15
|
||||||
|
|
||||||
lda ObjectList+OL_CLIP_BOTTOM,x ; If the next item is fully within the current one, split
|
lda ObjectList+OL_SPRITE_BOTTOM,x ; If the next item is fully within the current one, split
|
||||||
cmp ObjectList+OL_CLIP_BOTTOM,y
|
cmp ObjectList+OL_SPRITE_BOTTOM,y
|
||||||
bcc :do_split
|
bcc :do_split
|
||||||
rts
|
rts
|
||||||
|
|
||||||
:do_split
|
:do_split
|
||||||
sta ObjectList+OL_CLIP_TOP,y ; Set the top of the current item past the bottom of the next item
|
sta ObjectList+OL_SPRITE_TOP,y ; Set the top of the current item past the bottom of the next item
|
||||||
|
|
||||||
:split_lp
|
:split_lp
|
||||||
lda ObjectList+OL_NEXT,x ; search to find the spot in the linked list that we should
|
lda ObjectList+OL_NEXT,x ; search to find the spot in the linked list that we should
|
||||||
bmi :insert_after ; move the fragment forward to
|
bmi :insert_after ; move the fragment forward to
|
||||||
stx :prev
|
stx :prev
|
||||||
tax
|
tax
|
||||||
lda ObjectList+OL_CLIP_TOP,y
|
lda ObjectList+OL_SPRITE_TOP,y
|
||||||
cmp ObjectList+OL_CLIP_TOP,x
|
cmp ObjectList+OL_SPRITE_TOP,x
|
||||||
bcc :insert_before ; If the modified node's top value is <= the node we are inspecting,
|
bcc :insert_before ; If the modified node's top value is <= the node we are inspecting,
|
||||||
beq :insert_before ; then it can be inserted here
|
beq :insert_before ; then it can be inserted here
|
||||||
bra :split_lp
|
bra :split_lp
|
||||||
|
@ -1067,12 +779,6 @@ split
|
||||||
plx
|
plx
|
||||||
rts
|
rts
|
||||||
|
|
||||||
_BltRange2
|
|
||||||
phx
|
|
||||||
jsr _BltRange
|
|
||||||
plx
|
|
||||||
rts
|
|
||||||
|
|
||||||
_GetNextItem
|
_GetNextItem
|
||||||
cpx #EOL ; early out if we're at the end of the list
|
cpx #EOL ; early out if we're at the end of the list
|
||||||
bne *+3
|
bne *+3
|
||||||
|
@ -1107,14 +813,6 @@ DrawOverlayY
|
||||||
plx
|
plx
|
||||||
rts
|
rts
|
||||||
|
|
||||||
DrawOverlayX
|
|
||||||
phx
|
|
||||||
phy
|
|
||||||
jsr _DrawOverlay
|
|
||||||
ply
|
|
||||||
plx
|
|
||||||
rts
|
|
||||||
|
|
||||||
; A = top line
|
; A = top line
|
||||||
; X = sprite record
|
; X = sprite record
|
||||||
; Y = bottom line
|
; Y = bottom line
|
||||||
|
|
|
@ -729,11 +729,11 @@ _TSSetOverlay
|
||||||
lda :top,s
|
lda :top,s
|
||||||
sta Overlays+OVERLAY_TOP,x
|
sta Overlays+OVERLAY_TOP,x
|
||||||
lda :bottom,s
|
lda :bottom,s
|
||||||
dec
|
; dec
|
||||||
sta Overlays+OVERLAY_BOTTOM,x
|
sta Overlays+OVERLAY_BOTTOM,x
|
||||||
sec
|
sec
|
||||||
sbc :top,s
|
sbc :top,s
|
||||||
inc
|
; inc
|
||||||
sta Overlays+OVERLAY_HEIGHT,x
|
sta Overlays+OVERLAY_HEIGHT,x
|
||||||
|
|
||||||
lda :proc,s
|
lda :proc,s
|
||||||
|
@ -759,11 +759,11 @@ _TSUpdateOverlay
|
||||||
lda :top,s
|
lda :top,s
|
||||||
sta Overlays+OVERLAY_TOP
|
sta Overlays+OVERLAY_TOP
|
||||||
lda :bottom,s
|
lda :bottom,s
|
||||||
dec
|
; dec
|
||||||
sta Overlays+OVERLAY_BOTTOM
|
sta Overlays+OVERLAY_BOTTOM
|
||||||
sec
|
sec
|
||||||
sbc :top,s
|
sbc :top,s
|
||||||
inc
|
; inc
|
||||||
sta Overlays+OVERLAY_HEIGHT,x
|
sta Overlays+OVERLAY_HEIGHT,x
|
||||||
|
|
||||||
lda :proc,s
|
lda :proc,s
|
||||||
|
|
Loading…
Reference in New Issue
Block a user