mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-28 20:49:38 +00:00
1612 lines
39 KiB
ArmAsm
1612 lines
39 KiB
ArmAsm
; PPU simulator
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;
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; Any read/write to the PPU registers in the ROM is intercepted and passed here.
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const8 mac
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db ]1,]1,]1,]1,]1,]1,]1,]1
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<<<
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const32 mac
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const8 ]1
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const8 ]1+1
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const8 ]1+2
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const8 ]1+3
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<<<
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rep8 mac
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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db ]1
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<<<
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mx %11
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dw $a5a5 ; marker to find in memory
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ppuaddr ENT
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ds 2 ; 16-bit ppu address
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w_bit dw 1 ; currently writing to high or low to the address latch
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vram_buff dw 0 ; latched data when reading VRAM ($0000 - $3EFF)
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ppuincr dw 1 ; 1 or 32 depending on bit 2 of PPUCTRL
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spadr dw $0000 ; Sprite pattern table ($0000 or $1000) depending on bit 3 of PPUCTRL
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ntaddr dw $2000 ; Base nametable address ($2000, $2400, $2800, $2C00), bits 0 and 1 of PPUCTRL
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bgadr dw $0000 ; Background pattern table address
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ppuctrl dw 0 ; Copy of the ppu ctrl byte
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ppumask dw 0 ; Copy of the ppu mask byte
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ppustatus dw 0
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oamaddr dw 0 ; Typically this will always be 0
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ppuscroll dw 0 ; Y X coordinates
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ntbase db $20,$24,$28,$2c
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assert_lt mac
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cmp ]1
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bcc ok
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brk ]2
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ok
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<<<
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assert_x_lt mac
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cpx ]1
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bcc ok
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brk ]2
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ok
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<<<
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cond mac
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bit ]1
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beq cond_0
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lda ]3
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bra cond_s
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cond_0 lda ]2
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cond_s sta ]4
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<<<
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; $2000 - PPUCTRL (Write only)
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PPUCTRL_WRITE ENT
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php
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phb
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phk
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plb
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sta ppuctrl
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phx
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; Set the pattern table base address
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and #$03
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tax
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lda ntbase,x
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sta ntaddr+1
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; Set the vram increment
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lda ppuctrl
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cond #$04;#$01;#$20;ppuincr
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; Set the sprite table address
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lda ppuctrl
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cond #$08;#$00;#$10;spadr+1
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; Set the background table address
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lda ppuctrl
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cond #$10;#$00;#$10;bgadr+1
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plx
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lda ppuctrl
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plb
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plp
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rtl
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; $2001 - PPUMASK (Write only)
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PPUMASK_WRITE ENT
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stal ppumask
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rtl
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; $2002 - PPUSTATUS For "ldx ppustatus"
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PPUSTATUS_READ_X ENT
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php
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pha
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lda #1
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stal w_bit ; Reset the address latch used by PPUSCROLL and PPUADDR
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ldal ppustatus
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tax
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and #$7F ; Clear the VBL flag
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stal ppustatus
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pla ; Restore the accumulator (return value in X)
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plp
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phx ; re-read x to set any relevant flags
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plx
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rtl
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PPUSTATUS_READ ENT
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php
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lda #1
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stal w_bit ; Reset the address latch used by PPUSCROLL and PPUADDR
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ldal ppustatus
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pha
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and #$7F ; Clear the VBL flag
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stal ppustatus
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pla ; pop the return value
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plp
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pha ; re-read accumulator to set any relevant flags
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pla
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rtl
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; $2003
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OAMADDR_WRITE ENT
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stal oamaddr
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rtl
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; $2005 - PPU SCROLL
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PPUSCROLL_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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ldx w_bit
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sta ppuscroll,x
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txa
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eor #$01
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sta w_bit
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pla
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plx
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plb
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plp
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rtl
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; $2006 - PPUADDR
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PPUADDR_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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ldx w_bit
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sta ppuaddr,x
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; assert_lt #$40;$D0
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txa
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eor #$01
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sta w_bit
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lda ppuaddr+1 ; Stay within the mirrored memory space
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and #$3F
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sta ppuaddr+1
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pla
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plx
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plb
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plp
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rtl
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; 2007 - PPUDATA (Read/Write)
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;
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; If reading from the $0000 - $3EFF range, the value from vram_buff is returned and the actual data is loaded
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; post-fetch.
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PPUDATA_READ ENT
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php
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phb
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phk
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plb
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phx
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rep #$30 ; do a 16-bit update of the address
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ldx ppuaddr
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txa
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; assert_lt #$4000;$d1
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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sep #$20 ; back to 8-bit acc for the read itself
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cpx #$3F00 ; check which range of memory we are accessing?
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bcc :buff_read
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lda PPU_MEM,x
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bra :out
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:buff_read
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lda vram_buff ; read from the buffer
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pha
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lda PPU_MEM,x ; put the data in the buffer for the next read
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sta vram_buff
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pla ; pop the return value
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:out
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sep #$10
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plx
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plb
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plp
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pha
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pla
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rtl
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ppu_write_log_len dw 0
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ppu_write_log ds 100 ; record the first 50 PPU write addresses in each frame
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nt_queue_front dw 0
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nt_queue_end dw 0
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nt_queue ds 2*{NT_QUEUE_SIZE}
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PPUDATA_WRITE ENT
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php
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phb
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phk
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plb
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pha
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phx
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phy
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rep #$10
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ldx ppuaddr
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cmp PPU_MEM,x
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beq :nochange
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ldy PPU_MEM,x ; Save in case we need to compare later
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sta PPU_MEM,x
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rep #$30
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txa
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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; Anything between $2000 and $3000, we need to add to the queue. We can't reject updates here because we may not
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; actually update the GTE tile store for several game frames and the position of the tile within the tile store
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; may change if the screen is scrolling
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;
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; There is one special case. We want the nt_queue to only be a queue of tiles to possibly redraw. If the PPU
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; data that is updated is in the attribute table area, then we do some extra work to decide which of the 16
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; tiles *actually* need to be redrawn
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cpx #$3000
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bcs :nocache
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cpx #$2000 ; Change to $2080 to ignore score field updates
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bcc :nocache
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txa
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and #$03C0
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cmp #$03C0
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beq :attrtbl
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jsr :enqueue ; Add the address in the X register to the queue
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:nocache
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cpx #$3F00
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bcc :done
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brl :extra
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:nochange
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rep #$30
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txa
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clc
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adc ppuincr
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and #$3FFF
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sta ppuaddr
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:done
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sep #$30
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ply
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plx
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pla
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plb
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plp
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rtl
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mx %00
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:enqueue
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lda nt_queue_end
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tay
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inc
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inc
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and #NT_QUEUE_MOD
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cmp nt_queue_front
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beq :full
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sta nt_queue_end
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txa
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sta nt_queue,y
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:full
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; lda #1
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; jsr setborder
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rts
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:attrtbl
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txa ; Calculate the base address in the nametable from the attribute address
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and #$2C00
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pha
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txa
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and #$0007
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asl
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asl
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ora 1,s
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sta 1,s
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txa
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and #$0038
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asl
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asl
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asl
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asl
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ora 1,s
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sta 1,s
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tya
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eor PPU_MEM,x ; Identify bits that have changed
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and #$00FF
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bit #$00C0
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beq :skip_bot_right
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pha
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lda 3,s
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clc
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adc #64+2 ; offset 2 rows an 2 columns
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tax
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jsr :enqueue_blk
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pla
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:skip_bot_right
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bit #$0030
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beq :skip_bot_left
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pha
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lda 3,s
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clc
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adc #64 ; offset 2 rows
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tax
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jsr :enqueue_blk
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pla
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:skip_bot_left
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bit #$000C
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beq :skip_top_right
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pha
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lda 3,s
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tax
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inx
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inx
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tax
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jsr :enqueue_blk
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pla
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:skip_top_right
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bit #$0003
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beq :skip_top_left
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lda 1,s
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tax
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jsr :enqueue_blk
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:skip_top_left
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pla ; pop the base address off
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brl :done
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; Pass in PPU address in X register
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:enqueue_blk
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jsr :enqueue
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inx
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jsr :enqueue
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txa
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clc
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adc #32
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tax
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jsr :enqueue
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dex
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jmp :enqueue
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setborder
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php
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sep #$20
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eorl $E0C034
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and #$0F
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eorl $E0C034
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stal $E0C034
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plp
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rts
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; Do some extra work to keep palette data in sync
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;
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; Based on the palette data that SMB uses, we remap the NES palette entries
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; based on the AreaType, so most of the PPU writes are ignored. However,
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; we do update some specific palette entries
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;
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; BG0,0 maps to IIgs Palette index 0 (Background color)
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; BG3,1 maps to IIgs Palette index 1 (Color cycle for blocks)
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; SP0,1 maps to IIgs Palette index 14 (Player primary color; changes with fire flower)
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; SP0,3 maps to IIgs Palette index 15 (Player primary color; changes with fire flower)
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mx %00
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:extra
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txa
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and #$001F
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asl
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tax
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jmp (palTbl,x)
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palTbl dw ppu_3F00,ppu_3F01,ppu_3F02,ppu_3F03
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dw ppu_3F04,ppu_3F05,ppu_3F06,ppu_3F07
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dw ppu_3F08,ppu_3F09,ppu_3F0A,ppu_3F0B
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dw ppu_3F0C,ppu_3F0D,ppu_3F0E,ppu_3F0F
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dw ppu_3F10,ppu_3F11,ppu_3F12,ppu_3F13
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dw ppu_3F14,ppu_3F15,ppu_3F16,ppu_3F17
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dw ppu_3F18,ppu_3F19,ppu_3F1A,ppu_3F1B
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dw ppu_3F1C,ppu_3F1D,ppu_3F1E,ppu_3F1F
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; Background color
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ppu_3F00
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lda PPU_MEM+$3F00
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ldx #0
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brl extra_out
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; Shadow for background color
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ppu_3F10
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lda PPU_MEM+$3F10
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ldx #0
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brl extra_out
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; Tile palette 3, color 1
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ppu_3F0D
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lda PPU_MEM+$3F0D
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ldx #2
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brl extra_out
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; Sprite Palette 0, color 1
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ppu_3F11
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lda PPU_MEM+$3F11
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ldx #28
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brl extra_out
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ppu_3F13
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lda PPU_MEM+$3F13
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ldx #30
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brl extra_out
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ppu_3F01
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ppu_3F02
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ppu_3F03
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ppu_3F04
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ppu_3F05
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ppu_3F06
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ppu_3F07
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ppu_3F08
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ppu_3F09
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ppu_3F0A
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ppu_3F0B
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ppu_3F0C
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ppu_3F0E
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ppu_3F0F
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ppu_3F12
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ppu_3F14
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; Allow the second sprite palette to set set by the ROM in world 4 because it switched to the bowser
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; palette when player reaches the end of the level. Mapped to IIgs palette indices 8, 9, 10
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CASTLE_AREA_TYPE equ 3
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ppu_3F15
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lda LastAreaType
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cmp #CASTLE_AREA_TYPE
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bne no_pal
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lda PPU_MEM+$3F15
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ldx #8*2
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brl extra_out
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ppu_3F16
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lda LastAreaType
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cmp #CASTLE_AREA_TYPE
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bne no_pal
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lda PPU_MEM+$3F16
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ldx #9*2
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brl extra_out
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ppu_3F17
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lda LastAreaType
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cmp #CASTLE_AREA_TYPE
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bne no_pal
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lda PPU_MEM+$3F17
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ldx #10*2
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brl extra_out
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ppu_3F18
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ppu_3F19
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ppu_3F1A
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ppu_3F1B
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ppu_3F1C
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ppu_3F1D
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ppu_3F1E
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ppu_3F1F
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brl no_pal
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; Exit code to set a IIgs palette entry from the PPU memory
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;
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; A = NES palette value
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; X = IIgs Palette index
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extra_out
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and #$00FF
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asl
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tay
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lda nesPalette,y
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stal $E19E00,x
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no_pal
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sep #$30
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ply
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plx
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pla
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plb
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plp
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rtl
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; Trigger a copy from a page of memory to OAM. Since this is a DMA operation, we can cheat and do a 16-bit copy
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PPUDMA_WRITE ENT
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php
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phb
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phk
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plb
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phx
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pha
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rep #$30
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xba
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and #$FF00
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tax
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]n equ 0
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lup 128
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ldal ROMBase+]n,x
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sta PPU_OAM+]n
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]n = ]n+2
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--^
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sep #$30
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pla
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plx
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plb
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plp
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rtl
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y_offset_rows equ 2
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y_height_rows equ 25
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y_offset equ {y_offset_rows*8}
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y_height equ {y_height_rows*8}
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max_nes_y equ {y_height+y_offset-8}
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x_offset equ 16
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; Scan the OAM memory and copy the values of the sprites that need to be drawn. There are two reasons to do this
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;
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; 1. Freeze the OAM memory at this instanct so that the NES ISR can keep running without changing values
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; 2. We have to scan this list twice -- once to build up the shadow list and once to actually render the sprites
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OAM_COPY ds 256
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spriteCount ds 0
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db 0 ; Pad in case we can to access using 16-bit instructions
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mx %00
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scanOAMSprites
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stz Tmp5
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sep #$30
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ldx #4 ; Always skip sprite 0
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ldy #0
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:loop
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lda PPU_OAM,x ; Y-coordinate
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cmp #max_nes_y+1 ; Skip anything that is beyond this line
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bcs :skip
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cmp #y_offset
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bcc :skip
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|
|
lda PPU_OAM+1,x ; $FC is an empty tile, don't draw it
|
|
cmp #$FC
|
|
beq :skip
|
|
|
|
lda PPU_OAM+3,x ; If X-coordinate is off the edge skip it, too.
|
|
cmp #255-8
|
|
bcs :skip
|
|
|
|
rep #$20
|
|
lda PPU_OAM,x
|
|
sta OAM_COPY,y
|
|
lda PPU_OAM+2,x
|
|
sta OAM_COPY+2,y
|
|
sep #$20
|
|
|
|
; jsr debug_values
|
|
|
|
iny
|
|
iny
|
|
iny
|
|
iny
|
|
|
|
:skip
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
bne :loop
|
|
|
|
sty spriteCount ; Count * 4
|
|
rep #$30
|
|
rts
|
|
|
|
debug_values
|
|
; Debug APU values
|
|
phy
|
|
phx
|
|
|
|
rep #$30
|
|
|
|
ldx #0
|
|
ldy #$FFFF
|
|
lda APU_STATUS
|
|
and #$00FF
|
|
jsr DrawWord
|
|
|
|
ldx #8*160
|
|
ldy #$EEEE
|
|
lda APU_PULSE1_REG1
|
|
jsr DrawWord
|
|
|
|
ldx #16*160
|
|
ldy #$EEEE
|
|
lda APU_PULSE1_REG3
|
|
jsr DrawWord
|
|
|
|
ldx #24*160
|
|
ldy #$DDDD
|
|
lda APU_PULSE2_REG1
|
|
jsr DrawWord
|
|
|
|
ldx #32*160
|
|
ldy #$DDDD
|
|
lda APU_PULSE2_REG3
|
|
jsr DrawWord
|
|
|
|
ldx #40*160
|
|
ldy #$BBBB
|
|
lda APU_TRIANGLE_REG1
|
|
jsr DrawWord
|
|
|
|
ldx #48*160
|
|
ldy #$BBBB
|
|
lda APU_TRIANGLE_REG3
|
|
jsr DrawWord
|
|
|
|
; Fetch the ensoniq parameters
|
|
|
|
sep #$20
|
|
ldal irq_volume
|
|
stal $e1c000+sound_control ; access registers
|
|
|
|
lda #$80+pulse1_oscillator ; oscillator address
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
xba
|
|
|
|
lda #$40+pulse1_oscillator ; oscillator volume
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
|
|
rep #$30
|
|
ldx #{8*160}+{160-16}
|
|
ldy #$EEEE
|
|
jsr DrawWord
|
|
|
|
sep #$20
|
|
lda #$20+pulse1_oscillator ; oscillator freq high
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
xba
|
|
|
|
lda #$00+pulse1_oscillator ; oscillator freq low
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
|
|
rep #$30
|
|
ldx #{16*160}+{160-16}
|
|
ldy #$EEEE
|
|
jsr DrawWord
|
|
|
|
|
|
lda #$80+pulse2_oscillator ; oscillator address
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
xba
|
|
|
|
lda #$40+pulse2_oscillator ; oscillator volume
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
|
|
rep #$30
|
|
ldx #{24*160}+{160-16}
|
|
ldy #$DDDD
|
|
jsr DrawWord
|
|
|
|
sep #$20
|
|
lda #$20+pulse2_oscillator ; oscillator freq high
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
xba
|
|
|
|
lda #$00+pulse2_oscillator ; oscillator freq low
|
|
stal $e1c000+sound_address
|
|
ldal $e1c000+sound_data
|
|
ldal $e1c000+sound_data
|
|
|
|
rep #$30
|
|
ldx #{32*160}+{160-16}
|
|
ldy #$DDDD
|
|
jsr DrawWord
|
|
|
|
sep #$30
|
|
plx
|
|
ply
|
|
rts
|
|
|
|
; Screen is 200 lines tall. It's worth it be exact when building the list because one extra
|
|
; draw + shadow sequence takes at least 1,000 cycles.
|
|
shadowBitmap ds 32 ; Provide enough space for the full ppu range (240 lines) + 16 since the y coordinate can be off-screen
|
|
|
|
; A representation of the list as [top, bot) pairs
|
|
shadowListCount dw 0 ; Pad for 16-bit comparisons
|
|
shadowListTop ds 64
|
|
shadowListBot ds 64
|
|
|
|
mx %00
|
|
buildShadowBitmap
|
|
|
|
; zero out the bitmap (16-bit writes)
|
|
]n equ 0
|
|
lup 15
|
|
stz shadowBitmap+]n
|
|
]n = ]n+2
|
|
--^
|
|
|
|
; Run through the list of visible sprites and ORA in the bits that represent them
|
|
sep #$30
|
|
|
|
ldx #0
|
|
cpx spriteCount
|
|
beq :exit
|
|
|
|
:loop
|
|
phx
|
|
|
|
; ldy PPU_OAM,x
|
|
ldy OAM_COPY,x
|
|
; cpy #max_nes_y ; Don't increment something right on the edge (allows )
|
|
; iny ; This is the y-coordinate of the top of the sprite
|
|
|
|
ldx y2idx,y ; Get the index into the shadowBitmap array for this y coordinate (y -> blk_y)
|
|
lda y2low,y ; Get the bit pattern for the first byte
|
|
ora shadowBitmap,x
|
|
sta shadowBitmap,x
|
|
lda y2high,y ; Get the bit pattern for the second byte
|
|
ora shadowBitmap+1,x
|
|
sta shadowBitmap+1,x
|
|
|
|
plx
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
cpx spriteCount
|
|
bcc :loop
|
|
|
|
:exit
|
|
rep #$30
|
|
rts
|
|
|
|
; Set the SCB values equal to the bitmap to visually debug
|
|
ldx #0
|
|
ldy #0
|
|
:vloop
|
|
lda #8
|
|
sta Tmp6
|
|
lda shadowBitmap+2,y
|
|
:iloop
|
|
asl
|
|
pha
|
|
|
|
lda #0
|
|
bcc :zero
|
|
inc
|
|
:zero stal $E19D00,x
|
|
pla
|
|
|
|
inx
|
|
dec Tmp6
|
|
bne :iloop
|
|
|
|
iny
|
|
cpy #25
|
|
bcc :vloop
|
|
|
|
rep #$30
|
|
rts
|
|
|
|
y2idx const32 $00
|
|
const32 $04
|
|
const32 $08
|
|
const32 $0C ; 128 bytes
|
|
const32 $10
|
|
const32 $14
|
|
const32 $18
|
|
const32 $1C
|
|
|
|
; Repeating pattern of 8 consecutive 1 bits
|
|
y2low rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
rep8 $FF,$7F,$3F,$1F,$0F,$07,$03,$01
|
|
|
|
y2high rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
rep8 $00,$80,$C0,$E0,$F0,$F8,$FC,$FE
|
|
|
|
; 25 entries to multiple steps in the shadow bitmap to scanlines
|
|
mul8 db $00,$08,$10,$18,$20,$28,$30,$38
|
|
db $40,$48,$50,$58,$60,$68,$70,$78
|
|
db $80,$88,$90,$98,$A0,$A8,$B0,$B8
|
|
db $C0,$C8,$D0,$D8,$E0,$E8,$F0,$F8
|
|
|
|
; Given a bit pattern, create a LUT that count to the first set bit (MSB -> LSB), e.g. $0F = 4, $3F = 2
|
|
offset
|
|
db 8,7,6,6,5,5,5,5,4,4,4,4,4,4,4,4,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
invOffset
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
|
|
db 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
|
|
db 3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,4,4,4,4,4,4,4,5,5,5,5,6,6,7,8
|
|
|
|
; Mask off all of the high 1 bits, keep all of the low bits after the first zero, e.g.
|
|
; offsetMask($E3) = offsetMask(11100011) = $1F. %11100011 & $1F = $03
|
|
offsetMask
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF
|
|
db $FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF,$FF ; 127 (everything here has a 0 in the high bit)
|
|
|
|
db $7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F ; $80 - $8F
|
|
db $7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F ; $90 - $9F
|
|
db $7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F ; $A0 - $AF
|
|
db $7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F,$7F ; $B0 - $BF
|
|
|
|
db $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F ; $C0 - $CF
|
|
db $3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F,$3F ; $D0 - $DF
|
|
|
|
db $1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F,$1F ; $E0 - $EF
|
|
db $0F,$0F,$0F,$0F,$0F,$0F,$0F,$0F,$07,$07,$07,$07,$03,$03,$01,$00 ; $F0 - $FF
|
|
|
|
|
|
; Scan the bitmap list and call BltRange on the ranges
|
|
mx %00
|
|
drawShadowList
|
|
ldx #0
|
|
cpx shadowListCount
|
|
beq :exit
|
|
|
|
:loop
|
|
phx
|
|
|
|
lda shadowListBot,x
|
|
and #$00FF
|
|
tay
|
|
; cpy #201
|
|
; bcc *+4
|
|
; brk $cc
|
|
|
|
lda shadowListTop,x
|
|
and #$00FF
|
|
tax
|
|
; cpx #200
|
|
; bcc *+4
|
|
; brk $dd
|
|
|
|
lda #0 ; Invoke the BltRange function
|
|
jsl LngJmp
|
|
|
|
plx
|
|
inx
|
|
cpx shadowListCount
|
|
bcc :loop
|
|
:exit
|
|
rts
|
|
|
|
; Altername between BltRange and PEISlam to expose the screen
|
|
exposeShadowList
|
|
:last equ Tmp0
|
|
:top equ Tmp1
|
|
:bottom equ Tmp2
|
|
|
|
ldx #0
|
|
stx :last
|
|
cpx shadowListCount
|
|
beq :exit
|
|
:loop
|
|
phx
|
|
|
|
lda shadowListTop,x
|
|
and #$00FF
|
|
sta :top
|
|
|
|
cmp #200
|
|
bcc *+4
|
|
brk $44
|
|
|
|
lda shadowListBot,x
|
|
and #$00FF
|
|
sta :bottom
|
|
|
|
cmp #201
|
|
bcc *+4
|
|
brk $66
|
|
|
|
cmp :top
|
|
bcs *+4
|
|
brk $55
|
|
|
|
ldx :last
|
|
ldy :top
|
|
lda #0
|
|
jsl LngJmp ; Draw the background up to this range
|
|
|
|
ldx :top
|
|
ldy :bottom
|
|
sty :last ; This is where we ended
|
|
lda #1
|
|
jsl LngJmp ; Expose the already-drawn sprites
|
|
|
|
plx
|
|
inx
|
|
cpx shadowListCount
|
|
bcc :loop
|
|
|
|
:exit
|
|
ldx :last ; Expose the final part
|
|
ldy #y_height
|
|
lda #0
|
|
jsl LngJmp
|
|
rts
|
|
|
|
; This routine needs to adjust the y-coordinates based of the offset of the GTE playfield within
|
|
; the PPU RAM
|
|
shadowBitmapToList
|
|
:top equ Tmp0
|
|
:bottom equ Tmp2
|
|
:bitfield equ Tmp4
|
|
|
|
sep #$30
|
|
|
|
ldx #y_offset_rows ; Start at the third row (y_offset = 16) walk the bitmap for 25 bytes (200 lines of height)
|
|
lda #0
|
|
sta shadowListCount ; zero out the shadow list count
|
|
|
|
; This loop is called when we are not tracking a sprite range
|
|
:zero_loop
|
|
ldy shadowBitmap,x
|
|
beq :zero_next
|
|
|
|
lda {mul8-y_offset_rows},x ; This is the scanline we're on (offset by the starting byte)
|
|
clc
|
|
adc offset,y ; This is the first line defined by the bit pattern
|
|
sta :top
|
|
bra :one_next
|
|
|
|
:zero_next
|
|
inx
|
|
cpx #y_height_rows+y_offset_rows ; +1 ; End at byte 27
|
|
bcc :zero_loop
|
|
bra :exit ; ended while not tracking a sprite, so exit the function
|
|
|
|
:one_loop
|
|
lda shadowBitmap,x ; if the next byte is all sprite, just continue
|
|
cmp #$FF
|
|
beq :one_next
|
|
|
|
; The byte has to look like 1...10...0*. The first step is to mask off the high bits and store the result
|
|
; back into the shadowBitmap
|
|
|
|
tay
|
|
and offsetMask,y
|
|
sta shadowBitmap,x
|
|
|
|
lda {mul8-y_offset_rows},x
|
|
clc
|
|
adc invOffset,y
|
|
|
|
ldy shadowListCount
|
|
sta shadowListBot,y
|
|
lda :top
|
|
sta shadowListTop,y
|
|
iny
|
|
sty shadowListCount
|
|
|
|
; Loop back to check if there is more sprite data on this byte
|
|
|
|
bra :zero_loop
|
|
|
|
|
|
:one_next
|
|
inx
|
|
cpx #y_height_rows+y_offset_rows+1
|
|
bcc :one_loop
|
|
|
|
; If we end while tracking a sprite, add to the list as the last item
|
|
|
|
ldx shadowListCount
|
|
lda :top
|
|
sta shadowListTop,x
|
|
lda #y_height
|
|
sta shadowListBot,x
|
|
inx
|
|
stx shadowListCount
|
|
|
|
:exit
|
|
rep #$30
|
|
lda shadowListCount
|
|
cmp #64
|
|
bcc *+4
|
|
brk $13
|
|
|
|
|
|
rts
|
|
|
|
; Helper to bounce into the function in the FTblPtr. See IIgs TN #90
|
|
LngJmp
|
|
sty FTblTmp
|
|
asl
|
|
asl
|
|
tay
|
|
iny
|
|
lda [FTblPtr],y
|
|
pha
|
|
dey
|
|
lda [FTblPtr],y
|
|
dec
|
|
phb
|
|
sta 1,s
|
|
ldy FTblTmp ; Restore the y register
|
|
rtl
|
|
|
|
; Callback entrypoint from the GTE renderer
|
|
drawOAMSprites
|
|
phb
|
|
phd
|
|
|
|
phk
|
|
plb
|
|
|
|
pha ; Save the phase indicator
|
|
tdc ; Keep a copy of the second page of GTE direct page space
|
|
clc
|
|
adc #$0100
|
|
sta GTE_DP2+1
|
|
|
|
lda DPSave
|
|
tcd
|
|
|
|
; Save the pointer to the function table
|
|
|
|
sty FTblPtr
|
|
stx FTblPtr+2
|
|
|
|
pla
|
|
|
|
; Check what phase we're in
|
|
;
|
|
; Phase 1: A = 0
|
|
; Phase 2: A = 1
|
|
|
|
cmp #0
|
|
bne :phase2
|
|
|
|
; This is phase 1. We will build the sprite list and draw the background in the areas covered by
|
|
; sprites. This phase draws the sprites, too
|
|
|
|
|
|
; We need to "freeze" the OAM values, otherwise they can change between when we build the rendering pipeline
|
|
|
|
sei
|
|
ldal nmiCount
|
|
pha
|
|
jsr scanOAMSprites ; Filter out any sprites that don't need to be drawn
|
|
pla
|
|
cli
|
|
|
|
jsr buildShadowBitmap ; Run though and quickly create a bitmap of lines with sprites
|
|
jsr shadowBitmapToList ; Scan the bitmap and create (top, bottom) pairs of ranges
|
|
|
|
jsr drawShadowList ; Draw the background lines that have sprite on them
|
|
jsr drawSprites ; Draw the sprites on top of the lines they occupy
|
|
|
|
bra :exit
|
|
|
|
; In Phase 2 we scan the shadow list and alternately blit the background in empty areas and
|
|
; PEI slam the sprite regions
|
|
:phase2
|
|
jsr exposeShadowList ; Show everything on the SHR screen
|
|
|
|
; Return form the callback
|
|
:exit
|
|
pld
|
|
plb
|
|
rtl
|
|
|
|
drawSprites
|
|
:tmp equ Tmp0
|
|
|
|
sep #$30 ; 8-bit cpu
|
|
|
|
; Run through the copy of the OAM memory
|
|
|
|
ldx #0
|
|
cpx spriteCount
|
|
bne oam_loop
|
|
rep #$30
|
|
rts
|
|
|
|
mx %11
|
|
oam_loop
|
|
phx ; Save x
|
|
|
|
lda OAM_COPY,x ; Y-coordinate
|
|
; inc ; Compensate for PPU delayed scanline
|
|
|
|
rep #$30
|
|
and #$00FF
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
asl
|
|
sta :tmp
|
|
asl
|
|
asl
|
|
clc
|
|
adc :tmp
|
|
clc
|
|
adc #$2000-{y_offset*160}+x_offset
|
|
sta :tmp
|
|
|
|
lda OAM_COPY+3,x
|
|
lsr
|
|
and #$007F
|
|
clc
|
|
adc :tmp
|
|
tay
|
|
|
|
lda OAM_COPY+2,x
|
|
pha
|
|
bit #$0040 ; horizontal flip
|
|
bne :hflip
|
|
|
|
lda OAM_COPY,x ; Load the tile index into the high byte (x256)
|
|
and #$FF00
|
|
lsr ; multiple by 128
|
|
tax
|
|
bra :noflip
|
|
|
|
:hflip
|
|
lda OAM_COPY,x ; Load the tile index into the high byte (x256)
|
|
and #$FF00
|
|
lsr ; multiple by 128
|
|
adc #64 ; horizontal flip
|
|
tax
|
|
|
|
:noflip
|
|
pla
|
|
asl
|
|
and #$0146 ; Set the vflip bit, priority, and palette select bits
|
|
|
|
phd
|
|
GTE_DP2 pea $0000
|
|
pld
|
|
jsr drawTileToScreen
|
|
pld
|
|
|
|
;drawTilePatch
|
|
; jsl $000000 ; Draw the tile on the graphics screen
|
|
|
|
sep #$30
|
|
plx ; Restore the counter
|
|
inx
|
|
inx
|
|
inx
|
|
inx
|
|
cpx spriteCount
|
|
bcc oam_loop
|
|
|
|
rep #$30
|
|
rts
|
|
|
|
; Custom tile blitter
|
|
;
|
|
; D = GTE blitter direct page space
|
|
; X = offset to the tile record
|
|
;
|
|
mx %00
|
|
|
|
; Temporary tile space on the direct page
|
|
tmp_tile_data equ 80
|
|
|
|
DP2_TILEDATA_AND_BANK01_BANKS equ 172
|
|
|
|
;USER_TILE_RECORD equ 178
|
|
USER_TILE_ID equ 178 ; copy of the tile id in the tile store
|
|
;USER_TILE_CODE_PTR equ 180 ; pointer to the code bank in which to patch
|
|
USER_TILE_ADDR equ 184 ; address in the tile data bank (set on entry)
|
|
USER_FREE_SPACE equ 186 ; a few bytes of scratch space
|
|
|
|
USER_SCREEN_ADDR equ 190
|
|
USER_TEMP_0 equ 192
|
|
USER_TEMP_1 equ 194
|
|
|
|
LDA_IND_LONG_IDX equ $B7
|
|
ORA_IND_LONG_IDX equ $17
|
|
|
|
SHR_LINE_WIDTH equ 160
|
|
|
|
; Draw a tile to the graphics screen
|
|
;
|
|
; D = GTE Page 2
|
|
; X = tile address
|
|
; Y = screen address
|
|
; A = tile control bits; h ($0100), v ($0040) and palette select ($0006)
|
|
jne mac
|
|
beq *+5
|
|
jmp ]1
|
|
<<<
|
|
|
|
jeq mac
|
|
bne *+5
|
|
jmp ]1
|
|
<<<
|
|
|
|
drawTileToScreen
|
|
|
|
stx USER_TILE_ADDR
|
|
sty USER_SCREEN_ADDR
|
|
|
|
phb
|
|
pei DP2_TILEDATA_AND_BANK01_BANKS
|
|
plb
|
|
|
|
pha
|
|
and #$0006 ; Isolate the palette selection bits
|
|
clc
|
|
adc #$0008 ; Sprite palettes are in the second half
|
|
xba
|
|
clc
|
|
adcl SwizzlePtr
|
|
sta USER_FREE_SPACE
|
|
lda #^AT1_T0 ; Bank is a constant
|
|
sta USER_FREE_SPACE+2 ; Set the pointer to the right swizzle table
|
|
|
|
pla
|
|
bit #$0040
|
|
beq :no_prio
|
|
bit #$0100
|
|
jeq :drawPriorityToScreen
|
|
; jmp :drawPriorityToScreenV
|
|
|
|
:no_prio
|
|
bit #$0100
|
|
jne :drawTileToScreenV
|
|
|
|
; If we compile the sprites, then each word can be implemented as:
|
|
;
|
|
; x = screen address
|
|
;
|
|
; ldy #LOOKUP_VAL ; 3 constant 6-bit tile lookup value from NES CHR rom
|
|
; lda: 0,x ; 6
|
|
; and #MASK ; 3
|
|
; ora [USER_FREE_SPACE],y ; 7 lookup and merge in swizzled tile data = *(SwizzlePtr + palbits)
|
|
; sta: 0,x ; 6 = 25 cycles / word
|
|
;
|
|
; Current implementation below is 4+6+6+4+6+7+6 = 39 cycles
|
|
;
|
|
; Most tiles don't have 4 consecutive transparent pixels, but there will be some minor savings
|
|
; by avoiding those operations. For MASK = $FFFF, the simplified code is and solid words are
|
|
; quite common, at least 25 - 30% of the words are solid. So conservative estimate of
|
|
; 25 * 0.75 + 16 * 0.25 = ~22 cycles/word on average. Throw in the 100% savings from MASK=0
|
|
; words and it's close to twice the speed of the current routine.
|
|
;
|
|
; ldy #LOOKUP_VAL ; 3 constant 6-bit tile lookup value from NES CHR rom
|
|
; lda [USER_FREE_SPACE],y ; 7 lookup and merge in swizzled tile data = *(SwizzlePtr + palbits)
|
|
; sta: 0,x ; 6 = 16 cycles / word
|
|
|
|
]line equ 0
|
|
lup 8
|
|
ldx USER_TILE_ADDR
|
|
ldy: {]line*4}+2,x ; Load the tile data lookup value
|
|
lda: {]line*4}+32+2,x ; Load the mask value
|
|
ldx USER_SCREEN_ADDR
|
|
andl $010000+{]line*SHR_LINE_WIDTH}+2,x ; Mask against the screen
|
|
db ORA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
stal $010000+{]line*SHR_LINE_WIDTH}+2,x
|
|
|
|
ldx USER_TILE_ADDR
|
|
ldy: {]line*4},x ; Load the tile data lookup value
|
|
lda: {]line*4}+32,x ; Load the mask value
|
|
ldx USER_SCREEN_ADDR
|
|
andl $010000+{]line*SHR_LINE_WIDTH},x ; Mask against the screen
|
|
db ORA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
stal $010000+{]line*SHR_LINE_WIDTH},x
|
|
|
|
]line equ ]line+1
|
|
--^
|
|
|
|
plb
|
|
plb ; Restore initial data bank
|
|
rts
|
|
|
|
:drawTileToScreenV
|
|
]line equ 0
|
|
lup 8
|
|
ldx USER_TILE_ADDR
|
|
ldy: {]line*4}+2,x ; Load the tile data lookup value
|
|
lda: {]line*4}+32+2,x ; Load the mask value
|
|
ldx USER_SCREEN_ADDR
|
|
andl $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x ; Mask against the screen
|
|
db ORA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
stal $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x
|
|
|
|
ldx USER_TILE_ADDR
|
|
ldy: {]line*4},x ; Load the tile data lookup value
|
|
lda: {]line*4}+32,x ; Load the mask value
|
|
ldx USER_SCREEN_ADDR
|
|
andl $010000+{{7-]line}*SHR_LINE_WIDTH},x ; Mask against the screen
|
|
db ORA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
stal $010000+{{7-]line}*SHR_LINE_WIDTH},x
|
|
|
|
]line equ ]line+1
|
|
--^
|
|
|
|
plb
|
|
plb ; Restore initial data bank
|
|
rts
|
|
|
|
:drawPriorityToScreen
|
|
]line equ 0
|
|
lup 8
|
|
ldx USER_TILE_ADDR
|
|
lda: {]line*4}+32+2,x ; Save the inverted mask
|
|
eor #$FFFF
|
|
sta USER_TEMP_1
|
|
|
|
ldy: {]line*4}+2,x ; Load the tile data lookup value
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
|
|
ldx USER_SCREEN_ADDR
|
|
eorl $010000+{]line*SHR_LINE_WIDTH}+2,x
|
|
sta USER_TEMP_0
|
|
|
|
; Convert the screen data to a mask. Zero in screen = zero in mask, else $F
|
|
ldal $010000+{]line*SHR_LINE_WIDTH}+2,x
|
|
bit #$F000
|
|
beq *+5
|
|
ora #$F000
|
|
bit #$0F00
|
|
beq *+5
|
|
ora #$0F00
|
|
bit #$00F0
|
|
beq *+5
|
|
ora #$00F0
|
|
bit #$000F
|
|
beq *+5
|
|
ora #$000F
|
|
eor #$FFFF
|
|
and USER_TEMP_0
|
|
and USER_TEMP_1
|
|
|
|
eorl $010000+{]line*SHR_LINE_WIDTH}+2,x
|
|
stal $010000+{]line*SHR_LINE_WIDTH}+2,x
|
|
|
|
ldx USER_TILE_ADDR
|
|
lda: {]line*4}+32,x ; Save the inverted mask
|
|
eor #$FFFF
|
|
sta USER_TEMP_1
|
|
|
|
ldy: {]line*4},x ; Load the tile data lookup value
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
|
|
ldx USER_SCREEN_ADDR
|
|
eorl $010000+{]line*SHR_LINE_WIDTH},x
|
|
sta USER_TEMP_0
|
|
|
|
ldal $010000+{]line*SHR_LINE_WIDTH},x
|
|
bit #$F000
|
|
beq *+5
|
|
ora #$F000
|
|
bit #$0F00
|
|
beq *+5
|
|
ora #$0F00
|
|
bit #$00F0
|
|
beq *+5
|
|
ora #$00F0
|
|
bit #$000F
|
|
beq *+5
|
|
ora #$000F
|
|
eor #$FFFF
|
|
and USER_TEMP_0
|
|
and USER_TEMP_1
|
|
|
|
eorl $010000+{]line*SHR_LINE_WIDTH},x
|
|
stal $010000+{]line*SHR_LINE_WIDTH},x
|
|
|
|
]line equ ]line+1
|
|
--^
|
|
|
|
plb
|
|
plb ; Restore initial data bank
|
|
rts
|
|
|
|
:drawPriorityToScreenV
|
|
]line equ 0
|
|
lup 8
|
|
ldx USER_TILE_ADDR
|
|
lda: {]line*4}+32+2,x ; Save the inverted mask
|
|
eor #$FFFF
|
|
sta USER_TEMP_1
|
|
|
|
ldy: {]line*4}+2,x ; Load the tile data lookup value
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
|
|
ldx USER_SCREEN_ADDR
|
|
eorl $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x
|
|
sta USER_TEMP_0
|
|
|
|
; Convert the screen data to a mask. Zero in screen = zero in mask, else $F
|
|
ldal $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x
|
|
bit #$F000
|
|
beq *+5
|
|
ora #$F000
|
|
bit #$0F00
|
|
beq *+5
|
|
ora #$0F00
|
|
bit #$00F0
|
|
beq *+5
|
|
ora #$00F0
|
|
bit #$000F
|
|
beq *+5
|
|
ora #$000F
|
|
eor #$FFFF
|
|
and USER_TEMP_0
|
|
and USER_TEMP_1
|
|
|
|
eorl $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x
|
|
stal $010000+{{7-]line}*SHR_LINE_WIDTH}+2,x
|
|
|
|
ldx USER_TILE_ADDR
|
|
lda: {]line*4}+32,x ; Save the inverted mask
|
|
eor #$FFFF
|
|
sta USER_TEMP_1
|
|
|
|
ldy: {]line*4},x ; Load the tile data lookup value
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE ; Insert the actual tile data
|
|
|
|
ldx USER_SCREEN_ADDR
|
|
eorl $010000+{{7-]line}*SHR_LINE_WIDTH},x
|
|
sta USER_TEMP_0
|
|
|
|
ldal $010000+{{7-]line}*SHR_LINE_WIDTH},x
|
|
bit #$F000
|
|
beq *+5
|
|
ora #$F000
|
|
bit #$0F00
|
|
beq *+5
|
|
ora #$0F00
|
|
bit #$00F0
|
|
beq *+5
|
|
ora #$00F0
|
|
bit #$000F
|
|
beq *+5
|
|
ora #$000F
|
|
eor #$FFFF
|
|
and USER_TEMP_0
|
|
and USER_TEMP_1
|
|
|
|
eorl $010000+{{7-]line}*SHR_LINE_WIDTH},x
|
|
stal $010000+{{7-]line}*SHR_LINE_WIDTH},x
|
|
]line equ ]line+1
|
|
--^
|
|
|
|
plb
|
|
plb ; Restore initial data bank
|
|
rts
|
|
|
|
; Assume that when the tile is updated, it includes a full 10-bit value with the
|
|
; palette bits included with the lookup bits
|
|
;
|
|
; If we could compile all of the tiles, then the code becomes
|
|
;
|
|
; ldy #DATA
|
|
; lda [USER_FREE_SPACE],y
|
|
; sta: code,x
|
|
;
|
|
; And we save _at_least_ 11 cycles / word. 6 + 7 + 4 + 4 + 6 = 27 vs 16.
|
|
;
|
|
; Also, by exposing/short-circuiting the draw_tile stuff to avoid the GTE tile queue, we significantly
|
|
; reduce overhead and probably solve the tile column bug.
|
|
NESTileBlitter
|
|
lda USER_TILE_ID
|
|
and #$0600 ; Select the tile palette from the tile id
|
|
clc
|
|
adcl SwizzlePtr
|
|
sta USER_FREE_SPACE
|
|
lda #^AT1_T0
|
|
sta USER_FREE_SPACE+2
|
|
|
|
ldx USER_TILE_ADDR ; Get the address of the tile (base only)
|
|
]line equ 0
|
|
lup 8
|
|
ldy: {]line*4},x
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE
|
|
sta tmp_tile_data+{]line*4}
|
|
ldy: {]line*4}+2,x
|
|
db LDA_IND_LONG_IDX,USER_FREE_SPACE
|
|
sta tmp_tile_data+{]line*4}+2
|
|
]line equ ]line+1
|
|
--^
|
|
lda #1 ; Request tmp_tile_data be copied to tile store
|
|
rtl
|