iigs-game-engine/src/blitter/Tiles.s

581 lines
26 KiB
ArmAsm

; Collection of functions that deal with tiles. Primarily rendering tile data into
; the code fields.
;
; Tile data can be done faily often, so these routines are performance-sensitive.
;
; CopyTileConst -- the first 16 tile numbers are reserved and can be used
; to draw a solid tile block
; CopyTileLinear -- copies the tile data from the tile bank in linear order, e.g.
; 32 consecutive bytes are copied
; _RenderTile
;
; A high-level function that takes a 16-bit tile descriptor and dispatched to the
; appropriate tile copy routine based on the descriptor flags
;
; Bit 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00
; +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
; |xx|xx|FF|MM|DD|VV|HH| | | | | | | | | |
; +--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+--+
; \____/ | | | | | \________________________/
; | | | | | | Tile ID (0 to 511)
; | | | | | |
; | | | | | +-- H : Flip tile horizontally
; | | | | +----- V : Flip tile vertically
; | | | +-------- D : Render as a Dynamic Tile (Tile ID < 32, V and H have no effect)
; | | +----------- M : Apply tile mask
; | +-------------- F : Overlay a fringe tile
; +------------------- Reserved (must be zero)
;
; Each logical tile (corresponding to each Tile ID) actually takes up 128 bytes of memory in the
; tile bank
;
; +0 : 32 bytes of tile data
; +32 : 32 bytes of tile mask
; +64 : 32 bytes of horizontally flipped tile data
; +96 : 32 bytes of horizontally flipped tile mask
;
; It is simply too slow to try to horizontally reverse the pixel data on the fly. This still allows
; for up to 512 tiles to be stored in a single bank, which should be sufficient.
;
; Given an address to a Tile Store record, dispatch to the appropriate tile renderer. The Tile
; Store record contains all of the low-level information that's needed to call the renderer.
;
; There are two execution paths that are handled here. First, if there is no sprite, then
; the tile data is read directly and written into the code field in a single pass. If there
; are sprites that overlap the tile, then the sprite data is combined with the tile data
; and written to a temporary direct page buffer. If
;
; This routine sets the direct page register to the second page since we use that space to
; build and cache tile and sprite data, when necessary
_RenderTile2
lda TileStore+TS_SPRITE_FLAG,x ; This is a bitfield of all the sprites that intersect this tile, only care if non-zero or not
bne do_dirty_sprite
; Handle the non-sprite tile blit
CopyNoSprites
sep #$20
lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
pha ; and put on the stack for later
; lda TileStore+TS_BASE_ADDR+1,x ; load the base address of the code field ($0000 or $8000)
; sta _BASE_ADDR+1 ; so we can get by just copying the high byte
rep #$20
lda TileStore+TS_BASE_TILE_DISP,x ; Get the address of the renderer for this tile
stal :tiledisp+1
lda TileStore+TS_TILE_ID,x
sta _TILE_ID ; Some tile blitters need to get the tile descriptor
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)
pha
lda TileStore+TS_WORD_OFFSET,x
plx
plb ; set the bank to the code field that will be updated
; B is set to the correct code field bank
; A is set to the tile word offset (0 through 80 in steps of 4)
; Y is set to the top-left address of the tile in the code field
; X is set to the address of the tile data
:tiledisp jmp $0000 ; render the tile
; The sprite code is just responsible for quickly copying all of the sprite data
; into the direct page temp area.
do_dirty_sprite
pei TileStoreBankAndTileDataBank ; Special value that has the TileStore bank in LSB and TileData bank in MSB
plb
; Cache a couple of values into the direct page that are used across all copy routines
lda TileStore+TS_TILE_ADDR,y ; load the address of this tile's data (pre-calculated)
sta tileAddr
ldx TileStore+TS_VBUFF_ADDR_COUNT,y
jmp (dirty_sprite_dispatch,x)
dirty_sprite_dispatch
da CopyNoSprites
da CopyOneSprite
da CopyTwoSprites
da CopyThreeSprites
da CopyFourSprites ; MAX, don't bother with more than 4 sprites per tile
; We can optimize later, for now just copy the sprite data and mask into its own
; direct page buffer and combine with the tile data later
;
; We set up direct page pointers to the mask bank and use the bank register for the
; data.
CopyFourSprites
lda TileStore+TS_VBUFF_ADDR_0,y
sta spriteIdx
lda TileStore+TS_VBUFF_ADDR_1,y
sta spriteIdx+4
lda TileStore+TS_VBUFF_ADDR_2,y
sta spriteIdx+8
lda TileStore+TS_VBUFF_ADDR_3,y
sta spriteIdx+12
; Copy three sprites into a temporary direct page buffer
LDA_IL equ $A7 ; lda [dp]
LDA_ILY equ $B7 ; lda [dp],y
AND_IL equ $27 ; and [dp]
AND_ILY equ $37 ; and [dp],y
CopyThreeSprites
lda TileStore+TS_VBUFF_ADDR_0,y
sta spriteIdx
lda TileStore+TS_VBUFF_ADDR_1,y
sta spriteIdx+4
lda TileStore+TS_VBUFF_ADDR_2,y
sta spriteIdx+8
]line equ 0
lup 8
ldy #]line*SPRITE_PLANE_SPAN
lda (spriteIdx+8),y
db AND_ILY,spriteIdx+4 ; Can't use long indirect inside LUP because of ']'
ora (spriteIdx+4),y
db AND_ILY,spriteIdx+0
ora (spriteIdx+0),y
sta tmp_sprite_data+{]line*4}
db LDA_ILY,spriteIdx+8
db AND_ILY,spriteIdx+4
db AND_ILY,spriteIdx+0
sta tmp_sprite_mask+{]line*4}
ldy #]line*SPRITE_PLANE_SPAN+2
lda (spriteIdx+8),y
db AND_ILY,spriteIdx+4
ora (spriteIdx+4),y
db AND_ILY,spriteIdx+0
ora (spriteIdx+0),y
sta tmp_sprite_data+{]line*4}+2
db LDA_ILY,spriteIdx+8
db AND_ILY,spriteIdx+4
db AND_ILY,spriteIdx+0
sta tmp_sprite_mask+{]line*4}+2
]line equ ]line+1
--^
; jmp FinishTile
; Copy two sprites into a temporary direct page buffer
CopyTwoSprites
lda TileStore+TS_VBUFF_ADDR_0,y
sta spriteIdx
lda TileStore+TS_VBUFF_ADDR_1,y
sta spriteIdx+4
]line equ 0
lup 8
ldy #]line*SPRITE_PLANE_SPAN
lda (spriteIdx+4),y
db AND_ILY,spriteIdx+0
ora (spriteIdx+0),y
sta tmp_sprite_data+{]line*4}
db LDA_ILY,spriteIdx+4
db AND_ILY,spriteIdx+0
sta tmp_sprite_mask+{]line*4}
ldy #]line*SPRITE_PLANE_SPAN+2
lda (spriteIdx+4),y
db AND_ILY,spriteIdx+0
ora (spriteIdx+0),y
sta tmp_sprite_data+{]line*4}+2
db LDA_ILY,spriteIdx+4
db AND_ILY,spriteIdx+0
sta tmp_sprite_mask+{]line*4}+2
]line equ ]line+1
--^
; jmp FinishTile
CopyOneSprite
clc
lda TileStore+TS_VBUFF_ADDR_0,y
sta spriteIdx
adc #2
sta spriteIdx+4
]line equ 0
lup 8
; ldal tiledata,x
; and [spriteIdx]
; ora (spriteIdx)
; sta tmp_sprite_data+{]line*4}
ldal spritedata+{]line*SPRITE_PLANE_SPAN},x
sta tmp_sprite_data+{]line*4}
ldal spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta tmp_sprite_data+{]line*4}+2
ldal spritemask+{]line*SPRITE_PLANE_SPAN},x
sta tmp_sprite_mask+{]line*4}
ldal spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
sta tmp_sprite_mask+{]line*4}+2
]line equ ]line+1
--^
; jmp FinishTile
; Reference all of the tile rendering subroutines defined in the TileXXXXX files. Each file defines
; 8 entry points:
;
; One set for normal, horizontally flipped, vertically flipped and hors & vert flipped.
; A second set that are optimized for when EngineMode has BG1 disabled.
TileProcs dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 00000 : normal tiles
dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00 ; 00001 : dynamic tiles
dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH ; 00010 : masked normal tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00 ; 00011 : masked dynamic tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00
; Fringe tiles not supported yet, so just repeat the block from above
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 00100 : fringed normal tiles
dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00 ; 00101 : fringed dynamic tiles
dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH ; 00110 : fringed masked normal tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00 ; 00111 : fringed masked dynamic tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00
; High-priority tiles without a sprite in front of them are just normal tiles. Repeat the top half
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 01000 : high-priority normal tiles
dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00 ; 01001 : high-priority dynamic tiles
dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH ; 01010 : high-priority masked normal tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00 ; 01011 : high-priority masked dynamic tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 01100 : high-priority fringed normal tiles
dw _TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00,_TBDynamicTile_00 ; 01101 : high-priority fringed dynamic tiles
dw _TBMaskedTile_00,_TBMaskedTile_0H,_TBMaskedTile_V0,_TBMaskedTile_VH ; 01110 : high-priority fringed masked normal tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00 ; 01111 : high-priority fringed masked dynamic tiles
dw _TBDynamicMaskTile_00,_TBDynamicMaskTile_00
; Here are all the sprite variants of the tiles
dw _TBSolidSpriteTile_00,_TBSolidSpriteTile_0H
dw _TBSolidSpriteTile_V0,_TBSolidSpriteTile_VH ; 10000 : normal tiles w/sprite
dw _TBDynamicSpriteTile_00,_TBDynamicSpriteTile_00
dw _TBDynamicSpriteTile_00,_TBDynamicSpriteTile_00 ; 10001 : dynamic tiles w/sprite
dw _TBMaskedSpriteTile_00,_TBMaskedSpriteTile_0H
dw _TBMaskedSpriteTile_V0,_TBMaskedSpriteTile_VH ; 10010 : masked normal tiles w/sprite
dw _TBDynamicMaskedSpriteTile_00,_TBDynamicMaskedSpriteTile_00
dw _TBDynamicMaskedSpriteTile_00,_TBDynamicMaskedSpriteTile_00 ; 10011 : masked dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10100 : fringed normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10101 : fringed dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10110 : fringed masked normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 10111 : fringed masked dynamic tiles w/sprite
dw _TBSolidPrioritySpriteTile_00,_TBSolidPrioritySpriteTile_0H,
dw _TBSolidPrioritySpriteTile_V0,_TBSolidPrioritySpriteTile_VH ; 11000 : high-priority normal tiles w/sprite
dw _TBDynamicPrioritySpriteTile_00,_TBDynamicPrioritySpriteTile_00
dw _TBDynamicPrioritySpriteTile_00,_TBDynamicPrioritySpriteTile_00 ; 11001 : high-priority dynamic tiles w/sprite
dw _TBMaskedPrioritySpriteTile_00,_TBMaskedPrioritySpriteTile_0H
dw _TBMaskedPrioritySpriteTile_V0,_TBMaskedPrioritySpriteTile_VH ; 11010 : high-priority masked normal tiles w/sprite
dw _TBDynamicMaskedPrioritySpriteTile_00,_TBDynamicMaskedPrioritySpriteTile_00
dw _TBDynamicMaskedPrioritySpriteTile_00,_TBDynamicMaskedPrioritySpriteTile_00 ; 11011 : high-priority masked dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11100 : high-priority fringed normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11101 : high-priority fringed dynamic tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11110 : high-priority fringed masked normal tiles w/sprite
dw _TBSolidTile_00,_TBSolidTile_0H,_TBSolidTile_V0,_TBSolidTile_VH ; 11111 : high-priority fringed masked dynamic tiles w/sprite
; _TBConstTile
;
; A specialized routine that fills in a tile with a single constant value. It's intended to be used to
; fill in solid colors, so there are no specialized horizontal or verical flipped variants
_TBConstTile
sta: $0001,y
sta: $0004,y
sta $1001,y
sta $1004,y
sta $2001,y
sta $2004,y
sta $3001,y
sta $3004,y
sta $4001,y
sta $4004,y
sta $5001,y
sta $5004,y
sta $6001,y
sta $6004,y
sta $7001,y
sta $7004,y
jmp _TBFillPEAOpcode
ClearTile
and #$00FF
ora #$4800
sta: $0004,y
sta $1004,y
sta $2004,y
sta $3004,y
sta $4004,y
sta $5004,y
sta $6004,y
sta $7004,y
inc
inc
sta: $0001,y
sta $1001,y
sta $2001,y
sta $3001,y
sta $4001,y
sta $5001,y
sta $6001,y
sta $7001,y
sep #$20
lda #$B1 ; This is a special case where we can set all the words to LDA (DP),y
sta: $0000,y
sta: $0003,y
sta $1000,y
sta $1003,y
sta $2000,y
sta $2003,y
sta $3000,y
sta $3003,y
sta $4000,y
sta $4003,y
sta $5000,y
sta $5003,y
sta $6000,y
sta $6003,y
sta $7000,y
sta $7003,y
rep #$20
rts
; CopyBG0Tile
;
; A low-level function that copies 8x8 tiles directly into the code field space.
;
; A = Tile ID (0 - 511)
; X = Tile column (0 - 40)
; Y = Tile row (0 - 25)
_CopyBG0Tile
phb ; save the current bank
phx ; save the original x-value
pha ; save the tile ID
tya ; lookup the address of the virtual line (y * 8)
asl
asl
asl
asl ; x2 because the table contains words, not
tay
sep #$20 ; set the bank register
lda BTableHigh,y
pha ; save for a few instruction
rep #$20
txa
asl ; there are two columns per tile, so multiple by 4
asl ; asl will clear the carry bit
tax
lda BTableLow,y
sta _BASE_ADDR ; Used in masked tile renderer
clc
adc Col2CodeOffset+2,x ; Get the right edge (which is the lower physical address)
tay
plb ; set the bank
pla ; pop the tile ID
; jsr _RenderTile
:exit
plx ; pop the x-register
plb ; restore the data bank and return
rts
; CopyBG1Tile
;
; A low-level function that copies 8x8 tiles directly into the BG1 data buffer.
;
; A = Tile ID (0 - 511)
; X = Tile column (0 - 40)
; Y = Tile row (0 - 25)
_CopyBG1Tile
phb ; save the current bank
phx ; save the original x-value
pha ; save the tile ID
tya ; lookup the address of the virtual line (y * 8)
asl
asl
asl
asl
tay
txa
asl
asl ; 4 bytes per tile column
clc
adc BG1YTable,y
tay
sep #$20
lda BG1DataBank
pha
plb ; set the bank
rep #$20
pla ; pop the tile ID
jsr _RenderTileBG1
plx ; pop the x-register
plb ; restore the data bank and return
rts
; Tile Store that holds tile records which contain all the essential information for rendering
; a tile.
;
; TileStore+TS_TILE_ID : Tile descriptor
; TileStore+TS_DIRTY : $0000 is clean, any other value indicated a dirty tile
; TileStore+TS_TILE_ADDR : Address of the tile in the tile data buffer
; TileStore+TS_CODE_ADDR_LOW : Low word of the address in the code field that receives the tile
; TileStore+TS_CODE_ADDR_HIGH : High word of the address in the code field that receives the tile
; TileStore+TS_WORD_OFFSET : Logical number of word for this location
; TileStore+TS_BASE_ADDR : Copy of BTableAddrLow
; TileStore+TS_SCREEN_ADDR : Address on the physical screen corresponding to this tile (for direct rendering)
; TileStore+TS_SPRITE_FLAG : A bit field of all sprites that intersect this tile
; TileStore+TS_SPRITE_ADDR_1 ; Address of the sprite data that aligns with this tile. These
; TileStore+TS_SPRITE_ADDR_2 ; values are 1:1 with the TS_SPRITE_FLAG bits and are not contiguous.
; TileStore+TS_SPRITE_ADDR_3 ; If the bit position in TS_SPRITE_FLAG is not set, then the value in
; TileStore+TS_SPRITE_ADDR_4 ; the TS_SPRITE_ADDR_* field is undefined.
; TileStore+TS_SPRITE_ADDR_5
; TileStore+TS_SPRITE_ADDR_6
; TileStore+TS_SPRITE_ADDR_7
; TileStore+TS_SPRITE_ADDR_8
; TileStore+TS_SPRITE_ADDR_9
; TileStore+TS_SPRITE_ADDR_10
; TileStore+TS_SPRITE_ADDR_11
; TileStore+TS_SPRITE_ADDR_12
; TileStore+TS_SPRITE_ADDR_13
; TileStore+TS_SPRITE_ADDR_14
; TileStore+TS_SPRITE_ADDR_15
; TileStore+TS_SPRITE_ADDR_16
; To make processing the tile faster, we do them in chunks of eight. This allows the loop to be
; unrolled, which means we don't have to keep track of the register value and makes it faster to
; clear the dirty tile flag after being processed.
; _ApplyTilesUnrolled
tdc ; Move to the dedicated direct page for tile rendering
clc
adc #$100
tcd
phb ; Save the current bank
tsc
sta tmp0 ; Save it on the direct page
bra at_loop
; The DirtyTiles array and the TileStore information is in the Tile Store bank. Because we
; process up to 8 tiles as a time and the tile code sets the bank register to the target
; code field bank, we need to restore the bank register each time. So, we pre-push
; 8 copies of the TileStore bank onto the stack.
at_exit
tdc ; Move back to the original direct page
sec
sbc #$100
tcd
plb ; Restore the original data bank and return
rts
dt_base equ $FE ; top of second direct page space
at_loop
lda tmp0
tcs
lda DirtyTileCount ; This is pre-multiplied by 2
beq at_exit ; If there are no items, exit
ldx TileStoreBankDoubled
phx
phx
phx
cmp #16 ; If there are >= 8 elements, then
bcs at_chunk ; do a full chunk
stz DirtyTileCount ; Otherwise, this pass will handle them all
tax
jmp (at_table,x)
at_table da at_exit,at_one,at_two,at_three
da at_four,at_five,at_six,at_seven
at_chunk sec
sbc #16
sta DirtyTileCount ; Fall through
; Because all of the registers get used in the _RenderTile2 subroutine, we
; push the values from the DirtyTiles array onto the stack and then pop off
; the values as we go
ldy dt_base ; Reload the base index
ldx DirtyTiles+14,y ; Load the TileStore offset
stz TileStore+TS_DIRTY,x ; Clear this tile's dirty flag
jsr _RenderTile2 ; Draw the tile
plb ; Reset the data bank to the TileStore bank
at_seven
ldy dt_base
ldx DirtyTiles+12,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
at_six
ldy dt_base
ldx DirtyTiles+10,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
at_five
ldy dt_base
ldx DirtyTiles+8,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
at_four
ldy dt_base
ldx DirtyTiles+6,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
at_three
ldy dt_base
ldx DirtyTiles+4,y
jsr _RenderTile2
plb
at_two
ldy dt_base
ldx DirtyTiles+2,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
at_one
ldy dt_base
ldx DirtyTiles+0,y
stz TileStore+TS_DIRTY,x
jsr _RenderTile2
plb
jmp at_loop