iigs-game-engine/src/blitter/Tiles10011.s

134 lines
5.8 KiB
ArmAsm

; _TBDynamicMaskedSpriteTile
;
; This tile type does not explicitly support horizontal or vertical flipping. An appropriate tile
; descriptor should be passed into CopyTileToDyn to put the horizontally or vertically flipped source
; data into the dynamic tile buffer
;
; When rendering, the background, via lda (dp),y, is shown behind the animate sprite
_TBDynamicMaskedSpriteTile_00
sty _Y_REG ; This is restored in the macro
sta _X_REG ; Cache some column values derived from _X_REG
tax
ora #$B100 ; Pre-calc the LDA (dp),y opcode + operand
xba
sta _OP_CACHE
clc
ldal JTableOffset,x ; Get the address offset and add to the base address
adc _BASE_ADDR ; of the current code field line
sta _JTBL_CACHE
lda _TILE_ID ; Get the original tile descriptor
and #$007F ; clamp to < (32 * 4)
ora #$3580 ; Pre-calc the AND $80,x opcode + operand
xba
sta _T_PTR ; This is an op to load the dynamic tile data
ldx _SPR_X_REG
CopyDynMaskedSpriteWord {0*SPRITE_PLANE_SPAN};$0003
CopyDynMaskedSpriteWord {1*SPRITE_PLANE_SPAN};$1003
CopyDynMaskedSpriteWord {2*SPRITE_PLANE_SPAN};$2003
CopyDynMaskedSpriteWord {3*SPRITE_PLANE_SPAN};$3003
CopyDynMaskedSpriteWord {4*SPRITE_PLANE_SPAN};$4003
CopyDynMaskedSpriteWord {5*SPRITE_PLANE_SPAN};$5003
CopyDynMaskedSpriteWord {6*SPRITE_PLANE_SPAN};$6003
CopyDynMaskedSpriteWord {7*SPRITE_PLANE_SPAN};$7003
ldx _X_REG
clc
ldal JTableOffset+2,x ; Get the address offset and add to the base address
adc _BASE_ADDR ; of the current code field line
sta _JTBL_CACHE
lda _OP_CACHE
adc #$0200
sta _OP_CACHE
lda _T_PTR
adc #$0200
sta _T_PTR
ldx _SPR_X_REG
CopyDynMaskedSpriteWord {0*SPRITE_PLANE_SPAN}+2;$0000
CopyDynMaskedSpriteWord {1*SPRITE_PLANE_SPAN}+2;$1000
CopyDynMaskedSpriteWord {2*SPRITE_PLANE_SPAN}+2;$2000
CopyDynMaskedSpriteWord {3*SPRITE_PLANE_SPAN}+2;$3000
CopyDynMaskedSpriteWord {4*SPRITE_PLANE_SPAN}+2;$4000
CopyDynMaskedSpriteWord {5*SPRITE_PLANE_SPAN}+2;$5000
CopyDynMaskedSpriteWord {6*SPRITE_PLANE_SPAN}+2;$6000
CopyDynMaskedSpriteWord {7*SPRITE_PLANE_SPAN}+2;$7000
rts
; Masked renderer for a masked dynamic tile with sprite data overlaid.
;
; ]1 : sprite plane offset
; ]2 : code field offset
CopyDynMaskedSpriteWord MAC
; Need to fill in the first 14 bytes of the JMP handler with the following code sequence where
; the data and mask from from the sprite plane
;
; lda ($00),y
; and $80,x
; ora $00,x
; and #MASK
; ora #DATA
; bra *+15
;
; If MASK == 0, then we can do a PEA. If MASK == $FFFF, then fall back to the simple Dynamic Tile
; code and eliminate the constanct AND/ORA instructions.
ldal spritemask+{]1},x ; load the mask value
bne mixed ; a non-zero value may be mixed
; This is a solid word
lda #$00F4 ; PEA instruction
sta: ]2,y
ldal spritedata+{]1},x ; load the sprite data
sta: ]2+1,y ; PEA operand
bra next
; We will always do a JMP to the eception handler, so set that up, then check for sprite
; transparency
mixed
lda #$004C ; JMP to handler
sta: ]2,y
lda _JTBL_CACHE ; Get the offset to the exception handler for this column
ora #{]2&$F000} ; adjust for the current row offset
sta: {]2}+1,y
tay ; This becomes the new address that we use to patch in
lda _OP_CACHE
sta: $0000,y ; LDA (00),y
lda _T_PTR
sta: $0002,y ; AND $80,x
eor #$8020 ; Switch the opcode to an ORA and remove the high bit of the operand
sta: $0004,y ; ORA $00,x
lda #$0029 ; AND #SPRITE_MASK
sta: $0006,y
ldal spritemask+{]1},x
cmp #$FFFF ; All 1's in the mask is a fully transparent sprite word
beq transparent ; so we can use the Tile00011 method
sta: $0007,y
lda #$0009 ; ORA #SPRITE_DATA
sta: $0009,y
ldal spritedata+{]1},x
sta: $000A,y
lda #$0980 ; branch to the prologue (BRA *+11)
sta: $000C,y
bra next
; This is a transparent word, so just show the dynamic data
transparent
lda #$0F80 ; branch to the epilogue (BRA *+17)
sta: $0006,y
next
ldy _Y_REG ; restore original y-register value and move on
eom