iigs-game-engine/src/render/Render.s

53 lines
2.9 KiB
ArmAsm

; If there are no sprites, then we copy the tile data into the code field as fast as possible.
; If there are sprites, then additional work is required
_RenderTile
lda TileStore+TS_SPRITE_FLAG,x ; any sprites on this tile?
bne _HasSprites
; Probably best to rework this to just jump to the tile routine directly, even if there
; is some boilerplate code because it is useful to be able to access the data bank before
; switching to the code field bank.
lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
pha ; and put on the stack for later. Has TileStore bank in high byte.
ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
lda TileStore+TS_TILE_ADDR,x ; load the address of this tile's data (pre-calculated)
plb ; set the code field bank
jmp (K_TS_BASE_TILE_DISP,x) ; go to the tile copy routine
; This is the specialized renderer for the dirty tile rendering mode. The difference is that
; it is assumed that the screen is static and the tiles are aligned with the graphics screen.
; The engine must be in "Fast" tile mode for dirty tile rendering to work. It is possible
; to switch the engine into this mode by rendering a full screen of solid tiles and then
; doing a dirty tile rendering.
;
; The main result is that this renderer skips copying tile data into the play field and
; just draws to the screen directly, and only draws tiles in the dirty tile queue
_RenderDirtyTile
lda TileStore+TS_SPRITE_FLAG,x ; any sprites on this tile?
bne _HasSprites
jmp (K_TS_BASE_TILE_DISP,x) ; This is just to select between H/V flips
; Execute the sprite tree. If there is only one sprite, control will immediately be passed to
; the routine at K_TS_ONE_SPRITE. Otherwise, the control is passed to a routine based on the
; different number of sprites. These routines need to copy the flattened sprite data and mask
; into the direct page workspace to be used by the K_TS_SPRITE_TILE_DISP routine
_HasSprites txy
SpriteBitsToVBuffAddrs $0000;TwoSprites;ThreeSprites;FourSprites
; Dispatch vectors for the two, three and four sprite functions. These just
; flatten the sprite data into the direct page workspace and then pass control
; to the configurable routine which is set in SetTile and knows what to do
; based on the tile properties (over/under, engine mode, etc.)
;
; NOTE: Could pull the CopyXXXSprites function inline and save the 3 cycles for the JMP,
; - or - put the TYX into the macro and jump directly from there.
TwoSprites tyx
jmp CopyTwoSpritesDataAndMaskToDP
ThreeSprites tyx
jmp CopyThreeSpritesDataAndMaskToDP
FourSprites tyx
jmp CopyFourSpritesDataAndMaskToDP