Checkpoint with TF4 demo framework

This commit is contained in:
Lucas Scharenbroich 2022-08-11 14:14:25 -05:00
parent 093bc738f0
commit e378dc6e26
23 changed files with 731 additions and 9 deletions

3
.gitignore vendored
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@ -4,4 +4,5 @@ emu
*_Output.txt
src/GTETestApp
*.2mg
Tool160.SHK
Tool160.SHK
src/Tool160

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demos/tf4/.gitignore vendored Normal file
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GTETF4

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demos/tf4/App.Main.s Normal file
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; 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
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
; Initialize local variables
; pea $0000
; pea #^TileSetPalette
; pea #TileSetPalette
; _GTESetPalette
; Set up our level data
; 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
_GTERender
brl EvtLoop
; Exit code
Exit
_GTEShutDown
Quit
_QuitGS qtRec
bcs Fatal
Fatal brk $00
qtRec adrl $0000
da $00
; Color palette
MyDirectPage ds 2
; Stub
SetLimits rts
PUT ../kfest-2022/StartUp.s

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demos/tf4/App.s Normal file
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; Thunder Force IV Demo
TYP $B3 ; S16 file
DSK GTETF4
XPL
; Segment #1 -- Main execution block
ASM App.Main.s
SNA Main

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demos/tf4/GTETF4 Normal file

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demos/tf4/README.txt Normal file
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Basic scroller with SMB background
- q to quit; arrows to scroll, numbers to select screen size
- make sure Overlay is present

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GTEDemo1=Type(B3),AuxType(0000),VersionCreate(70),MinVersion(BE),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)
GTETF4=Type(B3),AuxType(0000),VersionCreate(70),MinVersion(BE),Access(E3),FolderInfo1(000000000000000000000000000000000000),FolderInfo2(000000000000000000000000000000000000)

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<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.5" tiledversion="1.7.2" name="App.TileSet" tilewidth="8" tileheight="8" tilecount="512" columns="32">
<transformations hflip="1" vflip="1" rotate="0" preferuntransformed="0"/>
<image source="../tilesets/smb-256-128-4bpp.png" trans="ff00ff" width="256" height="128"/>
<tile id="136">
<animation>
<frame tileid="136" duration="256"/>
<frame tileid="138" duration="256"/>
<frame tileid="140" duration="256"/>
<frame tileid="142" duration="256"/>
</animation>
</tile>
<tile id="137">
<animation>
<frame tileid="137" duration="256"/>
<frame tileid="139" duration="256"/>
<frame tileid="141" duration="256"/>
<frame tileid="143" duration="256"/>
</animation>
</tile>
<tile id="168">
<animation>
<frame tileid="168" duration="256"/>
<frame tileid="170" duration="256"/>
<frame tileid="172" duration="256"/>
<frame tileid="174" duration="256"/>
</animation>
</tile>
<tile id="169">
<animation>
<frame tileid="169" duration="256"/>
<frame tileid="171" duration="256"/>
<frame tileid="173" duration="256"/>
<frame tileid="175" duration="256"/>
</animation>
</tile>
</tileset>

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<?xml version="1.0" encoding="UTF-8"?>
<map version="1.5" tiledversion="1.7.2" orientation="orthogonal" renderorder="right-down" width="416" height="30" tilewidth="8" tileheight="8" infinite="0" nextlayerid="4" nextobjectid="2">
<editorsettings>
<export target="world_1-1.json" format="json"/>
</editorsettings>
<tileset firstgid="1" source="Overworld.tsx"/>
<layer id="1" name="App.TileMapBG0" width="416" height="30">
<data encoding="csv">
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0,0,0,0,49,50,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,16,17,18,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,49,50,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,49,50,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,8,7,8,0,0,0,0,7,8,7,8,0,0,0,0,0,0,0,0,49,50,0,0,0,0,0,0,7,8,7,8,7,8,0,0,0,0,7,8,7,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,8,7,8,7,8,7,8,7,8,7,8,7,8,0,0,0,0,0,0,0,0,49,50,0,0,0,0,0,0,9,10,0,0,0,0,0,0,31,32,24,25,24,25,24,25,31,32,0,0,
0,0,0,48,21,54,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,12,13,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,48,21,54,51,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,21,54,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,5,6,5,6,0,0,0,0,5,6,5,6,5,6,0,0,0,0,0,48,21,54,51,0,0,0,5,6,5,6,5,6,5,6,0,0,0,0,5,6,5,6,5,6,0,0,0,0,0,0,0,0,0,0,11,12,13,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,11,12,13,14,0,0,5,6,5,6,5,6,5,6,5,6,5,6,5,6,5,6,0,0,0,0,0,0,0,48,21,54,51,0,0,0,0,0,9,10,0,0,0,0,0,0,26,26,26,26,57,58,26,26,26,26,0,0,
0,0,48,21,21,21,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,49,2147483697,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,16,17,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,48,21,21,21,21,51,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,49,2147483697,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,48,21,21,21,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,49,2147483697,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,8,7,8,7,8,0,0,0,0,7,8,7,8,7,8,0,0,0,0,48,21,21,21,21,51,0,0,7,8,7,8,7,8,7,8,0,0,0,0,7,8,7,8,7,8,0,0,0,0,0,0,49,2147483697,0,0,15,16,17,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,16,17,18,0,0,7,8,7,8,7,8,7,8,7,8,7,8,7,8,7,8,0,0,0,0,0,0,48,21,21,21,21,51,0,0,0,0,9,10,0,0,0,0,0,0,26,26,26,26,64,64,26,26,26,26,0,0,
0,48,21,54,21,21,54,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,35,34,35,34,35,0,0,0,48,21,54,2147483696,0,0,0,0,0,0,0,0,0,0,0,34,35,0,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,0,34,35,34,35,0,0,0,0,19,20,21,22,0,48,21,54,21,21,54,21,51,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,34,35,34,35,34,35,0,0,0,48,21,54,2147483696,0,0,0,0,0,0,0,0,0,0,0,34,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,35,34,35,0,0,0,0,0,0,0,0,0,48,21,54,21,21,54,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,34,35,34,35,34,35,0,0,0,48,21,54,2147483696,0,0,0,0,0,0,0,0,0,0,0,34,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,6,5,6,5,6,5,6,34,35,34,35,5,6,5,6,5,6,5,6,0,48,21,54,21,21,54,21,5,6,5,6,5,6,5,6,5,6,0,0,0,0,5,6,5,6,5,6,5,6,0,0,0,48,21,54,2147483696,0,19,20,21,22,0,0,0,0,0,0,34,35,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,5,6,5,6,5,6,5,6,5,6,5,6,5,6,5,6,5,6,0,0,0,0,0,48,21,54,21,21,54,21,51,0,0,0,5,6,0,0,0,0,0,0,26,26,26,26,64,64,26,26,26,26,0,0,
48,21,21,21,21,21,21,21,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,36,37,37,37,37,37,37,38,0,48,21,21,21,21,2147483696,0,0,0,0,0,0,0,0,0,36,37,37,38,0,0,0,0,0,19,20,21,22,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,0,0,0,36,37,37,37,37,38,0,0,0,19,20,21,22,48,21,21,21,21,21,21,21,21,51,0,0,0,0,0,0,0,0,19,20,21,22,0,36,37,37,37,37,37,37,38,0,48,21,21,21,21,2147483696,0,0,0,0,0,0,0,0,0,36,37,37,38,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,36,37,37,37,37,38,0,0,0,0,0,0,0,48,21,21,21,21,21,21,21,21,51,0,0,0,0,0,0,0,0,0,0,0,0,0,36,37,37,37,37,37,37,38,0,48,21,21,21,21,2147483696,0,0,0,0,0,0,0,0,0,36,37,37,38,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,8,7,8,7,8,7,8,37,37,37,37,7,8,7,8,7,8,7,8,48,21,21,21,21,21,21,21,7,8,7,8,7,8,7,8,7,8,0,0,0,0,7,8,7,8,7,8,7,8,38,0,48,21,21,21,21,2147483696,19,20,21,22,0,0,0,0,0,36,37,37,38,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,19,20,21,22,7,8,7,8,7,8,7,8,7,8,7,8,7,8,7,8,7,8,0,0,0,0,48,21,21,21,21,21,21,21,21,51,0,0,7,8,0,0,0,0,0,0,26,26,26,26,64,64,26,26,26,26,0,0,
1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,
3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,
1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,
3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,0,0,0,0,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4,3,4
</data>
</layer>
</map>

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17
demos/tf4/build-image.bat Normal file
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@ -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

44
demos/tf4/package.json Normal file
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@ -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"
}
}

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@ -153,6 +153,8 @@ 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
; Tile constants
; TILE_RESERVED_BIT equ $8000

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@ -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
@ -268,5 +269,8 @@ Overlays EXT
BG1YCache EXT
ScalingTables EXT
StartXMod164Arr EXT
LastPatchOffsetArr EXT
; Tool error codes
NO_TIMERS_AVAILABLE equ 10

271
src/FastCopies.s Normal file
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@ -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

View File

@ -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

View File

@ -32,6 +32,14 @@ _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 +155,96 @@ _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

View File

@ -819,6 +819,7 @@ _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

View File

@ -321,7 +321,7 @@ _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 +336,7 @@ _ApplyBG0XPos
lda :entry_offset
ldy :base_address
SetCodeEntry ; All registers are preserved
SetCodeEntry ; All registers are preserved
; Now, patch in the opcode

View File

@ -109,7 +109,7 @@ _ScanlineBG0XPos
sty :base_address
lda BTableHigh,x
ora src_bank
ora :src_bank
pha
plb
@ -171,6 +171,56 @@ _ScanlineBG0XPos
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
ldy BTableLow,x ; Get the address of the first code field line
lda BTableHigh,x
ora :src_bank
pha
lda 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
@ -185,7 +235,7 @@ _ScanlineBG0XPos
; plb
; plb = 13 cycles
;
; If for some reason it becimes important to preserve the accumulator, or save the 208 bytes of
; 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.

View File

@ -243,7 +243,7 @@ _ApplyBG0YPos
; 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
@ -320,5 +320,5 @@ bottom
<<<
_CopyRTableToStkAddr
CopyRTableToStkAddr tmp0
rts
CopyRTableToStkAddr tmp0
rts

View File

@ -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
stk_save
StartXMod164Arr ENT
ds 416*2
LastPatchOffsetArr ENT
ds 416*2