305 lines
10 KiB
ArmAsm
305 lines
10 KiB
ArmAsm
; Collection of render function used when the engine is in "FAST" mode. In this mode
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; there are no dynamic tile or two layer tiles enabled, so all of the tiles are comprised
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; of PEA opcodes. These functions take advantage of this as the fact that masks are
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; not needed to improve rendering speed.
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ConstTile0Fast
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lda #0
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sta: $0001,y
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sta: $0004,y
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sta $1001,y
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sta $1004,y
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sta $2001,y
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sta $2004,y
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sta $3001,y
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sta $3004,y
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sta $4001,y
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sta $4004,y
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sta $5001,y
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sta $5004,y
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sta $6001,y
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sta $6004,y
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sta $7001,y
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sta $7004,y
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plb
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rts
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SpriteOverAFast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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lda TileStore+TS_TILE_ADDR,x
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tax
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plb
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_SpriteOverAFast ; Alternate entry point for the "Slow" routines
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]line equ 0
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lup 8
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ldal tiledata+{]line*4},x
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and tmp_sprite_mask+{]line*4}
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ora tmp_sprite_data+{]line*4}
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sta: $0004+{]line*$1000},y
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ldal tiledata+{]line*4}+2,x
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and tmp_sprite_mask+{]line*4}+2
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ora tmp_sprite_data+{]line*4}+2
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb
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rts
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SpriteOverVFast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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lda TileStore+TS_TILE_ADDR,x
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tax
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plb
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_SpriteOverVFast
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]src equ 7
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]dest equ 0
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lup 8
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ldal tiledata+{]src*4},x
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and tmp_sprite_mask+{]dest*4}
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ora tmp_sprite_data+{]dest*4}
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sta: $0004+{]dest*$1000},y
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ldal tiledata+{]src*4}+2,x
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and tmp_sprite_mask+{]dest*4}+2
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ora tmp_sprite_data+{]dest*4}+2
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sta: $0001+{]dest*$1000},y
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]src equ ]src-1
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]dest equ ]dest+1
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--^
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plb
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rts
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SpriteOver0Fast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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plb
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_SpriteOver0Fast
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]line equ 0
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lup 8
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lda tmp_sprite_data+{]line*4}
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sta: $0004+{]line*$1000},y
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lda tmp_sprite_data+{]line*4}+2
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb
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rts
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SpriteUnderAFast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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lda TileStore+TS_TILE_ADDR,x
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tax
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plb
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_SpriteUnderAFast
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]line equ 0
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lup 8
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lda tmp_sprite_data+{]line*4}
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andl tiledata+{]line*4}+32,x
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oral tiledata+{]line*4},x
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sta: $0004+{]line*$1000},y
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lda tmp_sprite_data+{]line*4}+2
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andl tiledata+{]line*4}+32+2,x
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oral tiledata+{]line*4}+2,x
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb
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rts
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SpriteUnderVFast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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lda TileStore+TS_TILE_ADDR,x
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tax
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plb
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_SpriteUnderVFast
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]src equ 7
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]dest equ 0
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lup 8
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lda tmp_sprite_data+{]dest*4}
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andl tiledata+{]src*4}+32,x
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oral tiledata+{]src*4},x
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sta: $0004+{]dest*$1000},y
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lda tmp_sprite_data+{]dest*4}+2
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andl tiledata+{]src*4}+32+2,x
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oral tiledata+{]src*4}+2,x
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sta: $0001+{]dest*$1000},y
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]src equ ]src-1
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]dest equ ]dest+1
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--^
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plb
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rts
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SpriteUnder0Fast
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lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
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pha ; and put on the stack for later. Has TileStore bank in high byte.
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ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
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plb
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_SpriteUnder0Fast
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lda #0
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]line equ 0
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lup 8
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sta: $0004+{]line*$1000},y
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb
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rts
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; Simple pair of routines that copies just the tile data to the direct page workspace. Data Bank
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; must be set to the TileData bank in entry.
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;
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; Preserves the X-register
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FastCopyTileDataA
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ldy TileStore+TS_TILE_ADDR,x ; load the tile address
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pei DP2_TILEDATA_AND_TILESTORE_BANKS
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plb ; set to the tiledata bank
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]line equ 0
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lup 8
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lda tiledata+{]line*4},y
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sta tmp_tile_data+{]line*4}
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lda tiledata+{]line*4}+2,y
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sta tmp_tile_data+{]line*4}+2
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]line equ ]line+1
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--^
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plb
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rts
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FastCopyTileDataV
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ldy TileStore+TS_TILE_ADDR,x ; load the tile address
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pei DP2_TILEDATA_AND_TILESTORE_BANKS
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plb ; set to the tiledata bank
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]src equ 7
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]dest equ 0
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lup 8
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lda tiledata+{]src*4},y
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sta tmp_tile_data+{]dest*4}
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lda tiledata+{]src*4}+2,y
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sta tmp_tile_data+{]dest*4}+2
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]src equ ]src-1
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]dest equ ]dest+1
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--^
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plb
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rts
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FastCopyTileDataAndMaskA
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ldy TileStore+TS_TILE_ADDR,x ; load the tile address
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pei DP2_TILEDATA_AND_TILESTORE_BANKS
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plb ; set to the tiledata bank
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]line equ 0
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lup 8
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lda tiledata+{]line*4},y
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sta tmp_tile_data+{]line*4}
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lda tiledata+{]line*4}+32,y
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sta tmp_tile_mask+{]line*4}
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lda tiledata+{]line*4}+2,y
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sta tmp_tile_data+{]line*4}+2
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lda tiledata+{]line*4}+32+2,y
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sta tmp_tile_mask+{]line*4}+2
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]line equ ]line+1
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--^
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plb
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rts
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FastCopyTileDataAndMaskV
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ldy TileStore+TS_TILE_ADDR,x ; load the tile address
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pei DP2_TILEDATA_AND_TILESTORE_BANKS
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plb ; set to the tiledata bank
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]src equ 7
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]dest equ 0
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lup 8
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lda tiledata+{]src*4},y
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sta tmp_tile_data+{]dest*4}
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lda tiledata+{]src*4}+32,y
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sta tmp_tile_mask+{]dest*4}
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lda tiledata+{]src*4}+2,y
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sta tmp_tile_data+{]dest*4}+2
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lda tiledata+{]src*4}+32+2,y
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sta tmp_tile_mask+{]dest*4}+2
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]src equ ]src-1
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]dest equ ]dest+1
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--^
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plb
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rts
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; The workhorse blitter. This blitter copies tile data into the code field without masking. This is the
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; most common blitter function. It is slightly optimized to fall through to the code that sets the PEA
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; opcodes in order to be slightly more efficient given it's frequent usage.
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;
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; There is a small variation of this blitter that just copies the data without setting the PEA opcodes. This
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; is used by the engine when the capabilitiy bits have turned off the second background layer. In fact, most
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; of the tile rendering routines have an optimized version for this important use case. Skipping the opcode
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; step results in a 37% speed boost in tile rendering.
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;
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; This does not increase the FPS by 37% because only a small number of tiles are drawn each frame, but it
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; has an impact and can significantly help out when sprites trigger more dirty tile updates than normal.
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; This is called via a JMP (abs,x) with an extra byte on the stack that holds the bank
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; register value. This must be restored prior to returning
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CopyTileAFast
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tax
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_CopyTileAFast
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]line equ 0
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lup 8
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ldal tiledata+{]line*4},x
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sta: $0004+{]line*$1000},y
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ldal tiledata+{]line*4}+2,x
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sta: $0001+{]line*$1000},y
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]line equ ]line+1
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--^
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plb
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rts
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CopyTileVFast
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tax
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_CopyTileVFast
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]src equ 7
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]dest equ 0
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lup 8
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ldal tiledata+{]src*4},x
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sta: $0004+{]dest*$1000},y
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ldal tiledata+{]src*4}+2,x
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sta: $0001+{]dest*$1000},y
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]src equ ]src-1
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]dest equ ]dest+1
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--^
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plb
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rts
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