Quick change to make sure sprites work on top of scanline offset mode

This commit is contained in:
Lucas Scharenbroich 2023-03-12 15:40:22 -05:00
parent b154bcf361
commit e6ab9a22e1

View File

@ -43,6 +43,10 @@ seg2x equ 32
seg3x equ 34
seg4x equ 36 ; BG1 x-pos
frameCountTotal equ 38
PlayerX equ 40
PlayerY equ 42
PlayerXVel equ 44
PlayerYVel equ 46
phk
plb
@ -116,6 +120,41 @@ frameCountTotal equ 38
sta OldOneSecondCounter
jsr UdtOverlay
; Create some sprites
lda #16
sta PlayerX
lda MaxGlobalY
sec
sbc #48 ; 32 for tiles, 16 for sprite
lda #48 ; 32 for tiles, 16 for sprite
sta PlayerY
stz PlayerXVel
stz PlayerYVel
HERO_SIZE equ {SPRITE_16X16}
HERO_FLAGS equ HERO_SIZE ; no extra H/V bits for now
HERO_FRAME_1 equ HERO_SIZE+145
HERO_VBUFF_1 equ VBUFF_SPRITE_START+0*VBUFF_SPRITE_STEP
HERO_SLOT equ 1
pea HERO_FRAME_1
pea HERO_VBUFF_1
_GTECreateSpriteStamp
pha ; Space for result
pea HERO_SIZE
pea HERO_VBUFF_1
_GTECompileSpriteStamp
pla
pea HERO_SLOT ; Put the player in slot 1
pea HERO_FLAGS+SPRITE_COMPILED ; mark this as a compiled sprite (can only use in RENDER_WITH_SHADOWING mode)
pha ; pass in the token of the compiled stamp
pei PlayerX
pei PlayerY
_GTEAddSprite
; Set up the per-scanline rendering
lda StartX
@ -131,7 +170,7 @@ frameCountTotal equ 38
pea #BG1Offsets
_GTESetAddress
pea $0000 ; one regular render to fill the screen with the tilemap
pea #RENDER_WITH_SHADOWING ; one regular render to fill the screen with the tilemap
_GTERender
; Set up a very specific test. First, we draw a sprite into the sprite plane, and then
@ -187,6 +226,17 @@ EvtLoop
:do_render
jsr SetBG1Animation ; Update the per-scanline BG1 offsets
jsr _GetVBLTicks
and #$00FC
lsr
lsr
sta PlayerX
pea HERO_SLOT
pei PlayerX
pei PlayerY
_GTEMoveSprite ; Move the sprite to this local position
pea #RENDER_PER_SCANLINE
; pea #0
_GTERender
@ -221,6 +271,13 @@ qtRec adrl $0000
; Color palette
MyDirectPage ds 2
_GetVBLTicks
PushLong #0
_GetTick
pla
plx
rts
SetLimits
pha ; Allocate space for width (in tiles), height (in tiles), pointer
pha
@ -477,7 +534,7 @@ DoLoadBG1
lda BankLoad
pha
pea $0000
pea $0000 ; default flags
pea COPY_PIC_SCANLINE ; Copy in a mode that supports per-scanline offsets
_GTECopyPicToBG1
rts