Commit Graph

191 Commits

Author SHA1 Message Date
Lucas Scharenbroich
b4871efe8f Streamlining tile blitter macros 2021-11-19 13:00:59 -06:00
Lucas Scharenbroich
4c31a0d056 Reorg of exception handling code in the core blitter
* Moved V-flag handling outside of the 32-byte exception handler
* Switched relative branches to JMP to save a cycle per word
* Updated macros to create a full code snippet instead of assuming
  certain values exist in the exception handler buffer
2021-11-19 10:24:09 -06:00
Lucas Scharenbroich
0a9eb76ab5 Checkpoint; have old Dynamic Tile Renderers working 2021-11-18 16:23:44 -06:00
Lucas Scharenbroich
ba76b0047c Checkpoint on dynamic tile blitters 2021-11-18 15:36:36 -06:00
Lucas Scharenbroich
9a6eb45b20 Add Masked Sprite Tile blitter and fix some minor issues with the macro 2021-11-15 21:23:15 -06:00
Lucas Scharenbroich
d268b34e76 Get masking working with tile map output again 2021-11-15 16:41:01 -06:00
Lucas Scharenbroich
976ab3163b Fix offset for filling wrap-around byte in BG1 2021-11-15 12:32:38 -06:00
Lucas Scharenbroich
dfd5549918 Sync up with current WIP 2021-11-15 12:23:38 -06:00
Lucas Scharenbroich
bcf8820fbe Better palette and mask handling 2021-11-14 16:30:16 -06:00
Lucas Scharenbroich
cc8e03e6d3 Add SCB binding infrastructure 2021-11-13 19:45:27 -06:00
Lucas Scharenbroich
b87e2a8d33 Fix register assignments for dynamic tile renderer 2021-11-13 19:44:30 -06:00
Lucas Scharenbroich
596777da8d Enable non-sprite, solid dynamic tiles 2021-11-12 15:11:29 -06:00
Lucas Scharenbroich
bab57f6e43 Add VSYNC toggle 2021-11-12 11:27:43 -06:00
Lucas Scharenbroich
45ad44f1a6 Update Tiled assets 2021-11-12 09:08:18 -06:00
Lucas Scharenbroich
de5bdc6041 Rename tile blitters to match internal bit fields and add in the solid prioity blitter 2021-11-12 09:07:51 -06:00
Lucas Scharenbroich
55484fd3e4 Regenerate map and add some priority tiles for testing 2021-11-12 09:06:48 -06:00
Lucas Scharenbroich
ab16035c0d Create and pass options to png2iigs subroutines 2021-11-12 09:05:55 -06:00
Lucas Scharenbroich
6c5b283ae9
Merge pull request #2 from lscharen/multi-tile-sprites
Multi tile sprites (1/N)
2021-11-11 22:26:35 -06:00
Lucas Scharenbroich
673b97419a Clear sprite flag when erasing sprite 2021-11-11 22:22:10 -06:00
Lucas Scharenbroich
dec9a3d106 Fix fast-path return value in PushDirtyTile and correct handling of TS_SPRITE_FLAG 2021-11-11 22:10:54 -06:00
Lucas Scharenbroich
678c9a0563 Initial shell of generalize sprite size support; just for marking the dirty tiles 2021-11-11 17:06:38 -06:00
Lucas Scharenbroich
13393965b3 Switch to the 256x128 tileset image 2021-11-02 22:01:31 -05:00
Lucas Scharenbroich
2f40c79ddf Improve transparent / background color handling when generating tiles 2021-11-02 21:59:08 -05:00
Lucas Scharenbroich
3a5d2cb3ad
Merge pull request #1 from lscharen/20211020_sprite-and-tile-rewrite
20211020 sprite and tile rewrite
2021-11-01 23:47:30 -05:00
Lucas Scharenbroich
bb5f4493d9 Fully integration simple (8x8) sprites into the render pipeline 2021-11-01 23:36:53 -05:00
Lucas Scharenbroich
e83e8d8a0e Update map assets 2021-10-31 15:44:31 -05:00
Lucas Scharenbroich
83ea7921ff Switch to use Add/Update sprite and rely on Render to place sprites in frame 2021-10-31 15:44:03 -05:00
Lucas Scharenbroich
532af93538 Small update to add ability to specify a transparent color directly 2021-10-31 15:43:23 -05:00
Lucas Scharenbroich
631f40da23 Nearly complete integration of sprites into rendering function 2021-10-31 15:42:59 -05:00
Lucas Scharenbroich
8f0e82cb04 Update world map and tiles 2021-10-30 19:24:57 -05:00
Lucas Scharenbroich
2f73b9acf5 Small improvements to sprite prototype to fix dirty tiles getting out of sync 2021-10-30 19:24:23 -05:00
Lucas Scharenbroich
33280dc5c5 Add single-step and free-run controls to test harness 2021-10-29 11:12:58 -05:00
Lucas Scharenbroich
b1c11b09fc Make the test sprite movement a bit more interesting
This results in trails being left on-screen and crashed after
a period of time.  The emulator shows writes going to the
bank 01 I/O space ($01/$Cxxx) and there are occational garbage
words written to the screen.
2021-10-29 00:52:54 -05:00
Lucas Scharenbroich
b4155dc751 Expose the ApplyTiles subroutine 2021-10-29 00:52:29 -05:00
Lucas Scharenbroich
11bbe7be3d Reference sprite updates that do not leave trails 2021-10-29 00:17:23 -05:00
Lucas Scharenbroich
9ecc262c58 First pass at validating erasing the sprite on update 2021-10-28 22:19:18 -05:00
Lucas Scharenbroich
0a7d9e15c7 Add external entry point to the erase function 2021-10-28 22:18:33 -05:00
Lucas Scharenbroich
7ec1b8bc29 Fix dumb initialization bug in sprite plane 2021-10-28 21:52:48 -05:00
Lucas Scharenbroich
4e46a6af85 WIP: manual sprite rendering showing on screen 2021-10-28 21:41:01 -05:00
Lucas Scharenbroich
2feb6f590b Add address in sprite plane for tile rendering; use in tile dispatcher 2021-10-27 00:14:19 -05:00
Lucas Scharenbroich
cc18c67491 Expand tile blitter temp space 2021-10-27 00:11:13 -05:00
Lucas Scharenbroich
82c1a8e2e4 Remember to cacluate the tile address when adding to the dirty tile list 2021-10-26 21:34:38 -05:00
Lucas Scharenbroich
0366c1a0e0 Fix missing index in the dirty tile initializations 2021-10-26 21:21:08 -05:00
Lucas Scharenbroich
3f2a9bd8d4 Do not export BG0 tile descriptors ith the mask bit set if there is only one layer defined 2021-10-26 21:19:37 -05:00
Lucas Scharenbroich
3b8bf652e1 Continued bug fixing
* Missed an XBA to swap tile command bits into a proper index range
* Explicitly track the BASE_ADDR
* Fix some register overwriting
* Add an UpdateSprite method
2021-10-23 22:31:38 -05:00
Lucas Scharenbroich
160606bcc4 Remove ineffective debug command line arg 2021-10-23 22:29:34 -05:00
Lucas Scharenbroich
71327111ea Remove unused package 2021-10-22 08:22:55 -05:00
Lucas Scharenbroich
494673416b Fix several incorrect uses of internal API; work toward functional demo 2021-10-22 00:56:12 -05:00
Lucas Scharenbroich
7bf14d4ba8 Fix debug command line parameters 2021-10-22 00:53:33 -05:00
Lucas Scharenbroich
4e779e71d2 Tile rendering reorganization
This significantly simplifies the dispatch process by creating a
proper backing store for the tiles.  Most values that were
calcualted on the fly are now stored as constants in the tile
store.

Also, all tile updated are run through the dirty tile list which
solved a checken-and-egg problem of which order to do sprites vs
new tiles and affords a lot of optimizations since tile rendering
is deferred and each tile is only drawn at most once per frame.
2021-10-21 08:50:07 -05:00