iigs-game-engine/src/blitter/Tiles11001.s

92 lines
4.0 KiB
ArmAsm

; _TBDynamicPrioritySpriteTile
;
; Variant of _TBDynamicSpriteTile (Tile10001), but draw the sprite data behind the dynamic tile
_TBDynamicPrioritySpriteTile_00
jsr _TBDynamicPriorityDataAndMask
jmp _TBFillJMPOpcode
_TBDynamicPriorityDataAndMask
sty _Y_REG ; This is restored in the macro
sta _X_REG ; Cache some column values derived from _X_REG
tax
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 _OP_CACHE ; This is an op to load the dynamic tile data
ldx _SPR_X_REG
CopyDynPriSpriteWord {0*SPRITE_PLANE_SPAN};$0003
CopyDynPriSpriteWord {1*SPRITE_PLANE_SPAN};$1003
CopyDynPriSpriteWord {2*SPRITE_PLANE_SPAN};$2003
CopyDynPriSpriteWord {3*SPRITE_PLANE_SPAN};$3003
CopyDynPriSpriteWord {4*SPRITE_PLANE_SPAN};$4003
CopyDynPriSpriteWord {5*SPRITE_PLANE_SPAN};$5003
CopyDynPriSpriteWord {6*SPRITE_PLANE_SPAN};$6003
CopyDynPriSpriteWord {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
ldx _SPR_X_REG
CopyDynPriSpriteWord {0*SPRITE_PLANE_SPAN}+2;$0000
CopyDynPriSpriteWord {1*SPRITE_PLANE_SPAN}+2;$1000
CopyDynPriSpriteWord {2*SPRITE_PLANE_SPAN}+2;$2000
CopyDynPriSpriteWord {3*SPRITE_PLANE_SPAN}+2;$3000
CopyDynPriSpriteWord {4*SPRITE_PLANE_SPAN}+2;$4000
CopyDynPriSpriteWord {5*SPRITE_PLANE_SPAN}+2;$5000
CopyDynPriSpriteWord {6*SPRITE_PLANE_SPAN}+2;$6000
CopyDynPriSpriteWord {7*SPRITE_PLANE_SPAN}+2;$7000
rts
; Masked renderer for a dynamic tile with sprite data overlaid.
;
; ]1 : sprite plane offset
; ]2 : code field offset
CopyDynPriSpriteWord MAC
; Need to fill in the first 9 bytes of the JMP handler with the following code sequence where
; the data and mask from from the sprite plane
;
; lda #DATA
; and $80,x
; ora $00,x
; bra *+16
lda _JTBL_CACHE ; Get the offset to the exception handler for this column
ora #{]2&$F000} ; adjust for the current row offset
sta: ]2+1,y
tay ; This becomes the new address that we use to patch in
lda #$00A9 ; LDA #DATA
sta: $0000,y
ldal spritedata+{]1},x
sta: $0001,y
lda _OP_CACHE
sta: $0003,y ; AND $80,x
eor #$8020 ; Switch the opcode to an ORA and remove the high bit of the operand
sta: $0005,y ; ORA $00,x
lda #$0E80 ; branch to the prologue (BRA *+16)
sta: $0007,y
ldy _Y_REG ; restore original y-register value and move on
eom