iigs-game-engine/src/TileMap.s

662 lines
25 KiB
ArmAsm

; Routines for handling tilemaps
;
; This module contains higher-level functions than the low-level tile rendering routines. The
; goal here is to take a rectangular tilemap data structure and efficiently render it into
; code buffer. Especially important is to only draw new tiles as they come into view.
;
; Also, we maintain a tilemap cache to track the current state of the tiles rendered into
; the code field so if, by chance, a tile that comes into view is the same as a tile that
; has already been drawn, then there is no reason to update it. This happen quite often
; in actual games since the primary background is often large empty areas, or runs
; of repeating tiles.
; The ranges are [:Left, :Right] and [:Top, :Bottom], so :Right can be, at most, 40
; if we are drawing all 41 tiles (Index 0 through 40). The :Bottom value can be
; at most 25.
MAX_TILE_X equ 40
MAX_TILE_Y equ 25
; _UpdateBG0TileMap
;
; Fill in dirty tiles into the BG0 buffer.
;
; A = $FFFF re-render the entire playfield. Otherwise only render difference from the old
; coordinates.
_UpdateBG0TileMap
:Left equ tmp0
:Right equ tmp1
:Top equ tmp2
:Bottom equ tmp3
:Width equ tmp4 ; Used in DrawRectBG0
:Height equ tmp5
:MulA equ tmp6 ; Scratch space for multiplication
:MulB equ tmp7
:Offset equ tmp8 ; Address offset into the tilemap
:Span equ tmp9
:GlobalTileIdxX equ tmp10
:GlobalTileIdxY equ tmp11
:BlkX equ tmp12
:BlkY equ tmp13
lda TileMapPtr ; Do nothing if no data is set
ora TileMapPtr+2
bne :valid
rts
:valid
lda StartY ; calculate the tile index of the current location
lsr
lsr
lsr
sta BG0TileOriginY
lda OldStartY
lsr
lsr
lsr
sta OldBG0TileOriginY
lda StartX
lsr
lsr
sta BG0TileOriginX
lda OldStartX
lsr
lsr
sta OldBG0TileOriginX
; Figure out the two rectangular regions that need to be updated. We check for changes in Y-direction
; first because it's a bit more efficient to redraw tiles in long horizontal strips, because we do not
; have to skip to different banks.
;
; +---------------------------+----------+ <-- Top
; | | |
; | | New |
; | | |
; | Old Area | (drawn) |
; | | (second) |
; | | |
; +---------------------------+==========|
; | |
; | New Area (drawn first) |
; | |
; +--------------------------------------+ <-- Bottom
; ^ ^
; | |
; +--- Left Right --+
stz :Left ; prepare to do the entire screen
lda ScreenTileWidth ; and then whack off the parts
sta :Right ; that are not needed
stz :Top ; since the ranges are inclusive, we are
lda ScreenTileHeight ; always going to be drawing width+1 tiles
sta :Bottom ; which takes care of edge tiles.
; If we are supposed to refresh the whole field, just do that and return
lda #DIRTY_BIT_BG0_REFRESH
bit DirtyBits
beq :NoRefresh
trb DirtyBits ; Clear the dirty bit
:FullScreen jmp :DrawRectBG0 ; Let the DrawRectBG0 RTS take care of the return for us
:NoRefresh
lda BG0TileOriginY
cmp OldBG0TileOriginY
beq :NoYUpdate ; if equal, don't change Y
sec
sbc OldBG0TileOriginY ; find the difference; D = Y_new - Y_old
bpl :DoBottom ; if we scrolled up, fill in the bottom row(s)
eor #$FFFF ; if we scrolled down, Y_new < Y_old and we need
cmp :Bottom ; to fill in the top row(s) from 0 to Y_new - Y_old - 1
bcs :FullScreen ; If the displacement was very large, just fill in the whole screen
sta :Bottom
bra :DoYUpdate
:DoBottom
eor #$FFFF ; same explanation as above, except we are filling in from
inc ; Bottom - (Y_new - Y_old) to Bottom
clc
adc ScreenTileHeight
bmi :FullScreen
sta :Top
:DoYUpdate
jsr :DrawRectBG0 ; Fill in the rectangle.
; We performed an update in the Y-direction, so now change the bounds so
; an update in the X-direction will not draw too many rows
;
; +---------------------------+----------+
; | | |
; | | New |
; | | |
; | Old Area | (drawn) |
; | | (second) |
; | | |
; +---------------------------+==========| <-- Top
; |//////////////////////////////////////|
; |// New Area (drawn first) ////////////|
; |//////////////////////////////////////|
; +--------------------------------------+ <-- Bottom
; ^ ^
; | |
; +--- Left Right --+
lda :Top
beq :drewTop
dec ; already did Y to HEIGHT, so only need to draw from
sta :Bottom ; 0 to (Y-1) for any horizontal updates
stz :Top
bra :NoYUpdate
:drewTop
lda :Bottom ; opposite, did 0 to Y
inc ; so do Y+1 to HEIGHT
sta :Top
lda ScreenTileHeight
sta :Bottom
; +---------------------------+----------+ <-- Top
; | | |
; | | New |
; | | |
; | Old Area | (drawn) |
; | | (second) |
; | | | <-- Bottom
; +---------------------------+==========|
; |//////////////////////////////////////|
; |// New Area (drawn first) ////////////|
; |//////////////////////////////////////|
; +--------------------------------------+
; ^ ^
; | |
; +--- Left Right --+
; The Top an Bottom are set the the correct values to draw in whatever potential range of tiles
; need to be draws if there was any horizontal displacement
:NoYUpdate
lda BG0TileOriginX ; Did the first column of the tile map change from before?
cmp OldBG0TileOriginX ; Did it change from before?
beq :NoXUpdate ; no, so we can ignore this
sec
sbc OldBG0TileOriginX ; find the difference
bpl :DoRightSide ; did we move in a pos or neg?
; Handle the two sides in an analagous way as the vertical code
eor #$FFFF
cmp :Right
bcs :FullScreen
sta :Right
bra :DoXUpdate
:DoRightSide
eor #$FFFF
inc
clc
adc ScreenTileWidth
bmi :FullScreen
sta :Left
:DoXUpdate
jsr :DrawRectBG0 ; Fill in the rectangle.
:NoXUpdate
rts
; This is a private subroutine that draws in tiles into the code fields using the
; data from the tilemap and the local :Top, :Left, :Bottom and :Right parameters.
:DrawRectBG0
lda :Bottom
sec
sbc :Top
inc
sta :Height ; Maximum value of 26 (top = 0, bottom = 25)
lda :Right
sec
sbc :Left
inc
sta :Width ; Maximum value of 41 (left = 0, right = 40)
; Compute the offset into the tile array of the top-left corner
lda :Left
clc
adc BG0TileOriginX
sta :GlobalTileIdxX
lda :Top
clc
adc BG0TileOriginY ; This is the global verical index
sta :GlobalTileIdxY
ldx TileMapWidth
jsr :MulAX
clc
adc :GlobalTileIdxX
asl ; Double for word sizes
sta :Offset ; Stash the pointer offset in Y
; Draw the tiles
lda TileMapWidth
sec
sbc :Width
asl ; This is the number of bytes to move the Offset to advance from the end of
sta :Span ; one line to the beginning of the next
; Now we need to figure out the code field tile coordinate of corner of
; play field. That is, becuase the screen is scrolling, the location of
; tile (0, 0) could be anywhere within the code field
lda StartYMod208 ; This is the code field line that is at the top of the screen
and #$FFF8 ; Clamp to the nearest block
lsr
lsr
lsr ; Could optimize because the Tile code shifts back....
clc
adc :Top
cmp #MAX_TILE_Y+1 ; Top can be less than or equal to 25
bcc *+5
sbc #MAX_TILE_Y+1
sta :BlkY ; This is the Y-block we start drawing from
lda StartXMod164 ; Do the same thing for X, except only need to clamp by 4
and #$FFFC
lsr
lsr
clc
adc :Left
cmp #MAX_TILE_X+1 ; Left can be less than or equal to 40
bcc *+5
sbc #MAX_TILE_X+1
sta :BlkX
; Call the copy tile routine to blit the tile data into the playfield
;
; A = Tile ID (0 - 1023)
; X = Tile column (0 - 40)
; Y = Tile row (0 - 25)
pha ; cache the starting X-block index to restore later
pei :Width ; cache the Width value to restore later
:yloop
:xloop
ldy :Offset ; Set up the arguments and call the tile blitter
lda [TileMapPtr],y
; Handle fringe tiles -- if the fringe bit is set, then we need to get the fringe tile index
; and merge the tiles before rendering
; bit #TILE_FRINGE_BIT
; beq :no_fringe
; jsr _GetTileAddr
; tax
; lda FringeMapPtr
; ora FringeMapPtr+2
; beq :no_fringe
; lda [FringeMapPtr],y
; jsr _GetTileAddr
; tay
; jsr _MergeTiles
;
;:no_fringe
inc :Offset ; pre-increment the address.
inc :Offset
ldx :BlkX
ldy :BlkY
jsr _SetTile ; set the value in the tile store
lda :BlkX
inc
cmp #MAX_TILE_X+1 ; If we go past the maximum block index, wrap around
bcc *+5
lda #0
sta :BlkX
dec :Width ; Decrement out count
bne :xloop
lda :Offset ; Move to the next line of the Tile Map
clc
adc :Span
sta :Offset
lda 3,s ; Reset the BlkX
sta :BlkX
lda 1,s ; Reset the width
sta :Width
lda :BlkY ; The y lookup has a double-length array, may not need the bounds check
inc
cmp #MAX_TILE_Y+1
bcc *+5
lda #0
sta :BlkY
dec :Height ; Have we done all of the rows?
bne :yloop
pla ; Pop off cached values
pla
rts
; Quick multiplication of the accumulator and x-register
; A = A * X
:MulAX
stx :MulA
cmp :MulA ; Put the smaller value in MulA (less shifts on average)
bcc :swap
sta :MulB
bra :entry
:swap stx :MulB
sta :MulA
:entry
lda #0
; Start shifting and adding. We actually do an extra
; shift if MulA is zero, but a zero value does not
; change the result and it allows us to eliminate a
; branch on the inner loop
:loop
lsr :MulA ; shift out the LSB
bcc :skip ; zero is no multiply
clc
adc :MulB
:skip
asl :MulB ; double the multplicand
ldx :MulA
bne :loop
rts
; Exact same logic as _UpdateBG0TileMap, except for the other background
_UpdateBG1TileMap
:Left equ tmp0
:Right equ tmp1
:Top equ tmp2
:Bottom equ tmp3
lda BG1TileMapPtr ; Do nothing if no data is set
ora BG1TileMapPtr+2
bne :valid
rts
:valid
lda BG1StartY ; calculate the tile index of the current location
lsr
lsr
lsr
sta BG1TileOriginY
lda OldBG1StartY
lsr
lsr
lsr
sta OldBG1TileOriginY
lda BG1StartX
lsr
lsr
sta BG1TileOriginX
lda OldBG1StartX
lsr
lsr
sta OldBG1TileOriginX
; Figure out the two rectangular regions that need to be updated.
stz :Left ; prepare to do the entire screen
lda ScreenTileWidth ; and then whack off the parts
sta :Right ; that are not needed
stz :Top ; since the ranges are inclusive, we are
lda ScreenTileHeight ; always going to be drawing width+1 tiles
sta :Bottom ; which takes care of edge tiles.
; If we are supposed to refresh the whole field, just do that and return
lda #DIRTY_BIT_BG1_REFRESH
bit DirtyBits
beq :NoRefresh
trb DirtyBits ; Clear the dirty bit
:FullScreen jmp _DrawRectBG1 ; Let the DrawRectBG1 RTS take care of the return for us
:NoRefresh
lda BG1TileOriginY
cmp OldBG1TileOriginY
beq :NoYUpdate ; if equal, don't change Y
sec
sbc OldBG1TileOriginY ; find the difference; D = Y_new - Y_old
bpl :DoBottom ; if we scrolled up, fill in the bottom row(s)
eor #$FFFF ; if we scrolled down, Y_new < Y_old and we need
cmp :Bottom ; to fill in the top row(s) from 0 to Y_new - Y_old - 1
bcs :FullScreen ; If the displacement was very large, just fill in the whole screen
sta :Bottom
bra :DoYUpdate
:DoBottom
eor #$FFFF ; same explanation as above, except we are filling in from
inc ; Bottom - (Y_new - Y_old) to Bottom
clc
adc ScreenTileHeight
bmi :FullScreen
sta :Top
:DoYUpdate
jsr _DrawRectBG1 ; Fill in the rectangle.
; We performed an update in the Y-direction, so now change the bounds so
; an update in the X-direction will not draw too many rows
lda :Top
beq :drewTop
dec ; already did Y to HEIGHT, so only need to draw from
sta :Bottom ; 0 to (Y-1) for any horizontal updates
stz :Top
bra :NoYUpdate
:drewTop
lda :Bottom ; opposite, did 0 to Y
inc ; so do Y+1 to HEIGHT
sta :Top
lda ScreenTileHeight
sta :Bottom
; The Top and Bottom are set the the correct values to draw in whatever potential range of tiles
; need to be draws if there was any horizontal displacement
:NoYUpdate
lda BG1TileOriginX ; Did the first column of the tile map change from before?
cmp OldBG1TileOriginX ; Did it change from before?
beq :NoXUpdate ; no, so we can ignore this
sec
sbc OldBG1TileOriginX ; find the difference
bpl :DoRightSide ; did we move in a pos or neg?
; Handle the two sides in an analagous way as the vertical code
eor #$FFFF
cmp :Right
bcs :FullScreen
sta :Right
bra :DoXUpdate
:DoRightSide
eor #$FFFF
inc
clc
adc ScreenTileWidth
bmi :FullScreen
sta :Left
:DoXUpdate
jmp _DrawRectBG1 ; Fill in the rectangle.
:NoXUpdate
rts
; This is a private subroutine that draws in tiles into the code fields using the
; data from the tilemap and the local :Top, :Left, :Bottom and :Right parameters.
_DrawRectBG1
:Left equ tmp0
:Right equ tmp1
:Top equ tmp2
:Bottom equ tmp3
:Width equ tmp4
:Height equ tmp5
:MulA equ tmp6 ; Scratch space for multiplication
:MulB equ tmp7
:Offset equ tmp8 ; Address offset into the tilemap
:Span equ tmp9
:GlobalTileIdxX equ tmp10
:GlobalTileIdxY equ tmp11
:BlkX equ tmp12
:BlkY equ tmp13
lda :Bottom
sec
sbc :Top
inc
sta :Height ; Maximum value of 26 (top = 0, bottom = 25)
lda :Right
sec
sbc :Left
inc
sta :Width ; Maximum value of 41 (left = 0, right = 40)
; Compute the offset into the tile array of the top-left corner
lda :Left
clc
adc BG1TileOriginX
sta :GlobalTileIdxX
lda :Top
clc
adc BG1TileOriginY ; This is the global verical index
sta :GlobalTileIdxY
ldx BG1TileMapWidth
jsr :MulAX
clc
adc :GlobalTileIdxX
asl ; Double for word sizes
sta :Offset ; Stash the pointer offset in Y
; Draw the tiles
lda BG1TileMapWidth
sec
sbc :Width
asl ; This is the number of bytes to move the Offset to advance from the end of
sta :Span ; one line to the beginning of the next
; Now we need to figure out the tile coordinate of corner of play field.
lda BG1StartYMod208 ; This is the line that is at the top of the screen
and #$FFF8 ; Clamp to the nearest block
lsr
lsr
lsr ; Could optimize because the Tile code shifts back....
clc
adc :Top
cmp #MAX_TILE_Y+1 ; Top can be less than or equal to 25
bcc *+5
sbc #MAX_TILE_Y+1
sta :BlkY ; This is the Y-block we start drawing from
lda BG1StartXMod164 ; Do the same thing for X, except only need to clamp by 4
and #$FFFC
lsr
lsr
clc
adc :Left
cmp #MAX_TILE_X+1 ; Left can be less than or equal to 40
bcc *+5
sbc #MAX_TILE_X+1
sta :BlkX
; Call the copy tile routine to blit the tile data into the playfield
;
; A = Tile ID (0 - 1023)
; X = Tile column (0 - 40)
; Y = Tile row (0 - 25)
pei :BlkX ; cache the starting X-block index to restore later
pei :Width ; cache the Width value to restore later
:yloop
:xloop
ldy :Offset ; Set up the arguments and call the tile blitter
lda [BG1TileMapPtr],y
iny ; pre-increment the address. A bit faster than two "INC DP" instructions
iny
sty :Offset
ldx :BlkX
ldy :BlkY
; jsr _CopyBG1Tile
lda :BlkX
inc
cmp #MAX_TILE_X+1 ; If we go past the maximum block index, wrap around
bcc *+5
lda #0
sta :BlkX
dec :Width ; Decrement out count
bne :xloop
lda :Offset ; Move to the next line of the Tile Map
clc
adc :Span
sta :Offset
lda 3,s ; Reset the BlkX
sta :BlkX
lda 1,s ; Reset the width
sta :Width
lda :BlkY ; The y lookup has a double-length array, may not need the bounds check
inc
cmp #MAX_TILE_Y+1
bcc *+5
lda #0
sta :BlkY
dec :Height ; Have we done all of the rows?
bne :yloop
pla ; Pop off cached values
pla
rts