iigs-game-engine/src/Defs.s

313 lines
14 KiB
ArmAsm

; Global addresses and engine values
SHADOW_REG equ $E0C035
STATE_REG equ $E0C068
NEW_VIDEO_REG equ $E0C029
BORDER_REG equ $E0C034 ; 0-3 = border, 4-7 Text color
VBL_VERT_REG equ $E0C02E
VBL_HORZ_REG equ $E0C02F
KBD_REG equ $E0C000
KBD_STROBE_REG equ $E0C010
VBL_STATE_REG equ $E0C019
MOD_REG equ $E0C025
COMMAND_KEY_REG equ $E0C061
OPTION_KEY_REG equ $E0C062
SHADOW_SCREEN equ $012000
SHADOW_SCREEN_SCB equ $019D00
SHADOW_SCREEN_PALETTES equ $019E00
SHR_SCREEN equ $E12000
SHR_SCB equ $E19D00
SHR_PALETTES equ $E19E00
SHR_LINE_WIDTH equ 160
SHR_SCREEN_HEIGHT equ 200
; Direct page locations used by the engine
ScreenHeight equ 0 ; Height of the playfield in scan lines
ScreenWidth equ 2 ; Width of the playfield in bytes
ScreenY0 equ 4 ; First vertical line on the physical screen of the playfield
ScreenY1 equ 6 ; End of playfield on the physical screen. If the height is 20 and Y0 is
ScreenX0 equ 8 ; 100, then ScreenY1 = 120.
ScreenX1 equ 10
ScreenTileHeight equ 12 ; Height of the playfield in 8x8 blocks
ScreenTileWidth equ 14 ; Width of the playfield in 8x8 blocks
StartX equ 16 ; Which code buffer byte is the left edge of the screen. Range = 0 to 167
StartY equ 18 ; Which code buffer line is the top of the screen. Range = 0 to 207
EngineMode equ 20 ; Defined the mode/capabilities that are enabled
; bit 0: 0 = Single Background, 1 = Parallax
; bit 1: 0 = No Dynamic Tiles, 1 = Allocate Bank 00 space for dynamic tiles
; bit 2: 0 = No static buffer, 1 = Allocation Bank 00 space for a static screen buffer
DirtyBits equ 22 ; Identify values that have changed between frames
CompileBank0 equ 24 ; Always zero to allow [CompileBank0],y addressing
CompileBank equ 26 ; Data bank that holds compiled sprite code
BlitterDP equ 28 ; Direct page address that holds blitter data
OldStartX equ 30 ; Used to track deltas between frames
OldStartY equ 32
LastPatchOffset equ 34 ; Offset into code field that was patched with BRA instructions
StartXMod164 equ 36
StartYMod208 equ 38
BG1StartX equ 40 ; Logical offset of the second background
BG1StartXMod164 equ 42
BG1StartY equ 44
BG1StartYMod208 equ 46
OldBG1StartX equ 48
OldBG1StartY equ 50
BG1OffsetIndex equ 52 ; Utility index for scanline effect in BG1
BG0TileOriginX equ 54 ; Coordinate in the tile map that corresponds to the top-left corner
BG0TileOriginY equ 56
OldBG0TileOriginX equ 58
OldBG0TileOriginY equ 60
BG1TileOriginX equ 62 ; Coordinate in the tile map that corresponds to the top-left corner
BG1TileOriginY equ 64
OldBG1TileOriginX equ 66
OldBG1TileOriginY equ 68
TileMapWidth equ 70 ; Pointer to memory holding the tile map for the primary background
TileMapHeight equ 72
TileMapPtr equ 74
FringeMapPtr equ 78
BG1TileMapWidth equ 82
BG1TileMapHeight equ 84
BG1TileMapPtr equ 86 ; Pointer to memory holding the tile map for the secondary background
SCBArrayPtr equ 90 ; Used for palette binding
SpriteBanks equ 94 ; Bank bytes for the sprite data and sprite mask
LastRender equ 96 ; Record which render function was last executed
CompileBankTop equ 98 ; First free byte i nthe compile bank. Grows upward in memeory.
SpriteMap equ 100 ; Bitmap of open sprite slots.
ActiveSpriteCount equ 102
BG1DataBank equ 104 ; Data bank that holds BG1 layer data
TileStoreBankAndBank01 equ 106
TileStoreBankAndTileDataBank equ 108
TileStoreBankDoubled equ 110
UserId equ 112 ; Memory manager user Id to use
ToolNum equ 114 ; Tool number assigned to us
LastKey equ 116
LastTick equ 118
ForceSpriteFlag equ 120
SpriteRemovedFlag equ 122 ; Indicate if any sprites were removed this frame
RenderFlags equ 124 ; Flags passed to the Render() function
BG1Scaling equ 126
activeSpriteList equ 128 ; 32 bytes for the active sprite list (can persist across frames)
; Free space from 160 to 192
blttmp equ 192 ; 32 bytes of local cache/scratch space for blitter
tmp8 equ 224 ; another 16 bytes of temporary space to be used as scratch
tmp9 equ 226
tmp10 equ 228
tmp11 equ 230
tmp12 equ 232
tmp13 equ 234
tmp14 equ 236
tmp15 equ 238
tmp0 equ 240 ; 16 bytes of temporary space to be used as scratch
tmp1 equ 242
tmp2 equ 244
tmp3 equ 246
tmp4 equ 248
tmp5 equ 250
tmp6 equ 252
tmp7 equ 254
; Defines for the second direct page (used in the tile blitters)
sprite_ptr0 equ 0 ; Each tile can render up to 4 sprite blocks. The sprite
sprite_ptr1 equ 4 ; data and mask values live in different banks, but have a
sprite_ptr2 equ 8 ; parallel structure. The high word of each point is set to
sprite_ptr3 equ 12 ; the mask bank. With the Bank register set, both data and mask
; ; can be accessed through the same pointer, e.g. lda (sprite_ptr0)
; ; and [sprite_ptr0]
tmp_sprite_data equ 16 ; 32 byte temporary buffer to build up sprite data values
tmp_sprite_mask equ 48 ; 32 byte temporary buffer to build up sprite mask values
tmp_tile_data equ 80 ; 32 byte temporary buffer to build up tile data values
tmp_tile_mask equ 112 ; 32 byte temporary buffer to build up tile mask values
; Temporary direct page locations used by some of the complex tile renderers
_X_REG equ 144
_Y_REG equ 146
_T_PTR equ 148 ; Copy of the tile address pointer
_OP_CACHE2 equ 148 ; CAche of second opcode
_BASE_ADDR equ 150 ; Copy of BTableLow for this tile
_SPR_X_REG equ 152 ; Cache address of sprite plane source for a tile
_JTBL_CACHE equ 154 ; Cache the offset to the exception handler for a column
_OP_CACHE equ 156 ; Cache of a relevant operand / oeprator
_TILE_ID equ 158 ; Copy of the tile descriptor
; Define free space the the application to use
; FREE_SPACE_DP2 equ 160
DP2_DIRTY_TILE_COUNT equ 160 ; Local copy of dirty tile count to avoid banking
DP2_DIRTY_TILE_CALLBACK equ 162
; Some pre-defined bank values
DP2_TILEDATA_AND_TILESTORE_BANKS equ 164
DP2_SPRITEDATA_AND_TILESTORE_BANKS equ 166
DP2_TILEDATA_AND_SPRITEDATA_BANKS equ 168
DP2_BANK01_AND_TILESTORE_BANKS equ 170
SPRITE_VBUFF_PTR equ 224 ; 32 bytes of adjusted pointers to VBuffArray addresses
; End direct page values
; EngineMode definitions
ENGINE_MODE_TWO_LAYER equ $0001
ENGINE_MODE_DYN_TILES equ $0002
ENGINE_MODE_BNK0_BUFF equ $0004
ENGINE_MODE_USER_TOOL equ $8000 ; Communicate if GTE is loaded as a system tool, or a user tool
; Render flags
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
RENDER_WITH_SHADOWING equ $0020
RENDER_SPRITES_SORTED equ $0040 ; Draw the sprites in y-sorted order. Otherwise, use the index.
; DirtyBits definitions
DIRTY_BIT_BG0_X equ $0001
DIRTY_BIT_BG0_Y equ $0002
DIRTY_BIT_BG1_X equ $0004
DIRTY_BIT_BG1_Y equ $0008
DIRTY_BIT_BG0_REFRESH equ $0010
DIRTY_BIT_BG1_REFRESH equ $0020
DIRTY_BIT_SPRITE_ARRAY equ $0040
; GetAddress table IDs
scanlineHorzOffset equ $0001 ; Table of 416 words, a double-array of scanline offset values. Values must be in range [0, 163]
scanlineHorzOffset2 equ $0002 ; Table of 416 words, a double-array of scanline offset values. Values must be in range [0, 163]
tileStore equ $0003
vblCallback equ $0004 ; User routine to be called by VBL interrupt. Set to $000000 to disconnect
; CopyPicToBG1 flags
COPY_PIC_NORMAL equ $0000 ; Copy into BG1 buffer in "normal mode" treating the buffer as a 164x208 pixmap with stride of 256
COPY_PIC_SCANLINE equ $0001 ; Copy in a way to support BG1 + RENDER_PER_SCANLINE. Pixmap is double-width, 327x200 with stride of 327
; Script definition
YIELD equ $8000
JUMP equ $4000
SET_PALETTE_ENTRY equ $0002
SWAP_PALETTE_ENTRY equ $0004
SET_DYN_TILE equ $0006
CALLBACK equ $0010
; ReadControl return value bits
PAD_BUTTON_B equ $0100
PAD_BUTTON_A equ $0200
PAD_KEY_DOWN equ $0400
; Tile constants
TILE_DAMAGED_BIT equ $8000 ; Mark a tile as damaged (internal only)
TILE_PRIORITY_BIT equ $4000 ; Put tile on top of sprite (unimplemented)
TILE_USER_BIT equ $2000 ; User-defined tile. Execute registered callback.
TILE_SOLID_BIT equ $1000 ; Hint bit used in TWO_LAYER_MODE to optimize rendering
TILE_DYN_BIT equ $0800 ; Is this a Dynamic Tile?
TILE_VFLIP_BIT equ $0400
TILE_HFLIP_BIT equ $0200
TILE_ID_MASK equ $01FF
TILE_CTRL_MASK equ $7E00
; TILE_PROC_MASK equ $7800 ; Select tile proc for rendering
; Sprite constants
SPRITE_OVERLAY equ $8000 ; This is an overlay record. Stored as a sprite for render ordering purposes
SPRITE_COMPILED equ $4000 ; This is a compiled sprite (SPRITE_DISP points to a routine in the compiled cache bank)
SPRITE_HIDE equ $2000 ; Do not render the sprite
SPRITE_16X16 equ $1800 ; 16 pixels wide x 16 pixels tall
SPRITE_16X8 equ $1000 ; 16 pixels wide x 8 pixels tall
SPRITE_8X16 equ $0800 ; 8 pixels wide x 16 pixels tall
SPRITE_8X8 equ $0000 ; 8 pixels wide x 8 pixels tall
SPRITE_VFLIP equ $0400 ; Flip the sprite vertically
SPRITE_HFLIP equ $0200 ; Flip the sprite horizontally
; Overlay bits (aliases of SPRITE_ID bits)
OVERLAY_MASKED equ $0000 ; Overlay has a mask, so the background must be draw first
OVERLAY_SOLID equ $4000 ; Overlay covers the scan line and is fully opaque
OVERLAY_ABOVE equ $0000 ; Overlay is drawn above scanline sprites
OVERLAY_BELOW equ $2000 ; Overlay is drawn below scanline sprites
; Stamp storage parameters
VBUFF_STRIDE_BYTES equ {12*4} ; Each line has 4 slots of 16 pixels + 8 buffer pixels
VBUFF_TILE_ROW_BYTES equ {8*VBUFF_STRIDE_BYTES} ; Each row is comprised of 8 lines
VBUFF_TILE_COL_BYTES equ 4
VBUFF_SPRITE_STEP equ {VBUFF_TILE_ROW_BYTES*3} ; Allocate space for 16 rows + 8 rows of buffer
VBUFF_SPRITE_START equ {VBUFF_TILE_ROW_BYTES+4} ; Start at an offset so $0000 can be used as an empty value
VBUFF_SLOT_COUNT equ 48 ; Have space for this many stamps
; This is 13 blocks wide
SPRITE_PLANE_SPAN equ VBUFF_STRIDE_BYTES
; External references to data bank
TileStore EXT
DirtyTileCount EXT
DirtyTiles EXT
_Sprites EXT
TileStore EXT
TileStoreLookupYTable EXT
TileStoreLookup EXT
Col2CodeOffset EXT
JTableOffset EXT
CodeFieldEvenBRA EXT
CodeFieldOddBRA EXT
ScreenAddr EXT
TileStoreYTable EXT
NextCol EXT
RTable EXT
BlitBuff EXT
BTableHigh EXT
BTableLow EXT
BRowTableHigh EXT
BRowTableLow EXT
BG1YTable EXT
BG1YOffsetTable EXT
OldOneSecVec EXT
OneSecondCounter EXT
Timers EXT
DefaultPalette EXT
ScreenModeWidth EXT
ScreenModeHeight EXT
_SpriteBits EXT
_SpriteBitsNot EXT
VBuffArray EXT
_stamp_step EXT
VBuffVertTableSelect EXT
VBuffHorzTableSelect EXT
; Overlays EXT
BG1YCache EXT
ScalingTables EXT
;StartXMod164Arr EXT
;LastPatchOffsetArr EXT
_SortedHead EXT
_ShadowListCount EXT
_ShadowListTop EXT
_ShadowListBottom EXT
_DirectListCount EXT
_DirectListTop EXT
_DirectListBottom EXT
ObjectListCount EXT
ObjectListHead EXT
ObjectList EXT
StartXMod164Tbl EXT
LastOffsetTbl EXT
BG1StartXMod164Tbl EXT
; Tool error codes
NO_TIMERS_AVAILABLE equ 10