iigs-game-engine/src/static/TileStore.s

378 lines
15 KiB
ArmAsm

; Bank of memory that holds the core sprite and tile store data structures
put ../Defs.s
put TileStoreDefs.s
put ../blitter/Template.s
;-------------------------------------------------------------------------------------
;
; Buffer space
ds 256
;-------------------------------------------------------------------------------------
TileStore ENT
ds {TILE_STORE_SIZE*17}
;-------------------------------------------------------------------------------------
;
; A list of dirty tiles that need to be updated in a given frame
ds \,$00 ; pad to the next page boundary
DirtyTileCount ENT
ds 2
DirtyTiles ENT
ds TILE_STORE_SIZE ; At most this many tiles can possibly be update at once
;-------------------------------------------------------------------------------------
;
ds \,$00 ; pad to the next page boundary
_Sprites ENT
ds SPRITE_REC_SIZE*MAX_SPRITES
;-------------------------------------------------------------------------------------
;
; A double-sized table of lookup values. It is double-width and double-height so that,
; if we know a tile's address position of (X + 41*Y), then any relative tile store address
; can be looked up by adding a constant value.
ds \,$00 ; pad to the next page boundary
TileStoreLookupYTable ENT
ds {TS_LOOKUP_HEIGHT*2}
TileStoreLookup ENT
ds {TS_LOOKUP_SPAN*TS_LOOKUP_ROWS*2}
;-------------------------------------------------------------------------------------
;
; Other data tables
; Col2CodeOffset
;
; Takes a column number (0 - 81) and returns the offset into the blitter code
; template.
;
; This is used for rendering tile data into the code field. For example, is we assume that
; we are filling in the operands for a bunch of PEA values, we could do this
;
; ldy tileColumn*2
; lda #DATA
; ldx Col2CodeOffset,y
; sta $0001,x
;
; The table values are pre-reversed so that loop can go in logical order 0, 2, 4, ...
; and the resulting offsets will map to the code instructions in right-to-left order.
;
; Remember, because the data is pushed on to the stack, the last instruction, which is
; in the highest memory location, pushed data that apepars on the left edge of the screen.
]step equ 0
dw CODE_TOP ; There is a spot where we load Col2CodeOffet-2,x
Col2CodeOffset ENT
lup 82
dw CODE_TOP+{{81-]step}*PER_TILE_SIZE}
]step equ ]step+1
--^
dw CODE_TOP+{81*PER_TILE_SIZE}
; A parallel table to Col2CodeOffset that holds the offset to the exception handler address for each column
]step equ 0
dw SNIPPET_BASE
JTableOffset ENT
lup 82
dw SNIPPET_BASE+{{81-]step}*SNIPPET_SIZE}
]step equ ]step+1
--^
dw SNIPPET_BASE+{81*SNIPPET_SIZE}
; Table of BRA instructions that are used to exit the code field. Separate tables for
; even and odd aligned cases.
;
; The even exit point is closest to the code field. The odd exit point is 3 bytes further
;
; These tables are reversed to be parallel with the JTableOffset and Col2CodeOffset tables above. The
; physical word index that each instruction is intended to be placed at is in the comment.
CodeFieldEvenBRA ENT
bra *+6 ; 81 -- need to skip over the JMP loop that passed control back
bra *+9 ; 80
bra *+12 ; 79
bra *+15 ; 78
bra *+18 ; 77
bra *+21 ; 76
bra *+24 ; 75
bra *+27 ; 74
bra *+30 ; 73
bra *+33 ; 72
bra *+36 ; 71
bra *+39 ; 70
bra *+42 ; 69
bra *+45 ; 68
bra *+48 ; 67
bra *+51 ; 66
bra *+54 ; 65
bra *+57 ; 64
bra *+60 ; 63
bra *+63 ; 62
bra *+66 ; 61
bra *+69 ; 60
bra *+72 ; 59
bra *+75 ; 58
bra *+78 ; 57
bra *+81 ; 56
bra *+84 ; 55
bra *+87 ; 54
bra *+90 ; 53
bra *+93 ; 52
bra *+96 ; 51
bra *+99 ; 50
bra *+102 ; 49
bra *+105 ; 48
bra *+108 ; 47
bra *+111 ; 46
bra *+114 ; 45
bra *+117 ; 44
bra *+120 ; 43
bra *+123 ; 42
bra *+126 ; 41
bra *-123 ; 40
bra *-120 ; 39
bra *-117 ; 38
bra *-114 ; 37
bra *-111 ; 36
bra *-108 ; 35
bra *-105 ; 34
bra *-102 ; 33
bra *-99 ; 32
bra *-96 ; 31
bra *-93 ; 30
bra *-90 ; 29
bra *-87 ; 28
bra *-84 ; 27
bra *-81 ; 26
bra *-78 ; 25
bra *-75 ; 24
bra *-72 ; 23
bra *-69 ; 22
bra *-66 ; 21
bra *-63 ; 20
bra *-60 ; 19
bra *-57 ; 18
bra *-54 ; 17
bra *-51 ; 16
bra *-48 ; 15
bra *-45 ; 14
bra *-42 ; 13
bra *-39 ; 12
bra *-36 ; 11
bra *-33 ; 10
bra *-30 ; 9
bra *-27 ; 8
bra *-24 ; 7
bra *-21 ; 6
bra *-18 ; 5
bra *-15 ; 4
bra *-12 ; 3
bra *-9 ; 2
bra *-6 ; 1
bra *-3 ; 0
CodeFieldOddBRA ENT
bra *+9 ; 81 -- need to skip over two JMP instructions
bra *+12 ; 80
bra *+15 ; 79
bra *+18 ; 78
bra *+21 ; 77
bra *+24 ; 76
bra *+27 ; 75
bra *+30 ; 74
bra *+33 ; 73
bra *+36 ; 72
bra *+39 ; 71
bra *+42 ; 70
bra *+45 ; 69
bra *+48 ; 68
bra *+51 ; 67
bra *+54 ; 66
bra *+57 ; 65
bra *+60 ; 64
bra *+63 ; 64
bra *+66 ; 62
bra *+69 ; 61
bra *+72 ; 60
bra *+75 ; 59
bra *+78 ; 58
bra *+81 ; 57
bra *+84 ; 56
bra *+87 ; 55
bra *+90 ; 54
bra *+93 ; 53
bra *+96 ; 52
bra *+99 ; 51
bra *+102 ; 50
bra *+105 ; 49
bra *+108 ; 48
bra *+111 ; 47
bra *+114 ; 46
bra *+117 ; 45
bra *+120 ; 44
bra *+123 ; 43
bra *+126 ; 42
bra *+129 ; 41
bra *-126 ; 40
bra *-123 ; 39
bra *-120 ; 38
bra *-117 ; 37
bra *-114 ; 36
bra *-111 ; 35
bra *-108 ; 34
bra *-105 ; 33
bra *-102 ; 32
bra *-99 ; 31
bra *-96 ; 30
bra *-93 ; 29
bra *-90 ; 28
bra *-87 ; 27
bra *-84 ; 26
bra *-81 ; 25
bra *-78 ; 24
bra *-75 ; 23
bra *-72 ; 22
bra *-69 ; 21
bra *-66 ; 20
bra *-63 ; 19
bra *-60 ; 18
bra *-57 ; 17
bra *-54 ; 16
bra *-51 ; 15
bra *-48 ; 14
bra *-45 ; 13
bra *-42 ; 12
bra *-39 ; 11
bra *-36 ; 10
bra *-33 ; 9
bra *-30 ; 8
bra *-27 ; 7
bra *-24 ; 6
bra *-21 ; 5
bra *-18 ; 4
bra *-15 ; 3
bra *-12 ; 2
bra *-9 ; 1
bra *-6 ; 0 -- branch back 6 to skip the JMP even path
]step equ $2000
ScreenAddr ENT
lup 200
dw ]step
]step = ]step+160
--^
; Table of offsets into each row of a Tile Store table. We currently have two tables defined; one
; that is the backing store for the tiles rendered into the code field, and another that holds
; backlink information on the sprite entries that overlap various tiles.
;
; This table is double-length to support accessing off the end modulo its legth
TileStoreYTable ENT
]step equ 0
lup 26
dw ]step
]step = ]step+{41*2}
--^
]step equ 0
lup 26
dw ]step
]step = ]step+{41*2}
--^
; Create a table to look up the "next" column with modulo wraparound. Basically a[i] = i
; and the table is double-length. Use constant offsets to pick an amount to advance
NextCol ENT
]step equ 0
lup 41
dw ]step
]step = ]step+2
--^
]step equ 0
lup 41
dw ]step
]step = ]step+2
--^
; This is a double-length table that holds the right-edge adresses of the playfield on the physical
; screen. At most, it needs to hold 200 addresses for a full height playfield. It is double-length
; so that code can pick any offset and copy values without needing to check for a wrap-around. If the
; playfield is less than 200 lines tall, then any values after 2 * PLAYFIELD_HEIGHT are undefined.
RTable ENT
ds 400
ds 400
; Array of addresses for the banks that hold the blitter.
BlitBuff ENT
dw $5a5a
ds 4*13
; The blitter table (BTable) is a double-length table that holds the full 4-byte address of each
; line of the blit fields. We decompose arrays of pointers into separate high and low words so
; that everything can use the same indexing offsets
BTableHigh ENT
ds 208*2*2
BTableLow ENT
ds 208*2*2
; A shorter table that just holds the blitter row addresses
BRowTableHigh ENT
ds 26*2*2
BRowTableLow ENT
ds 26*2*2
; A double-length table of addresses for the BG1 bank. The BG1 buffer is 208 rows of 256 bytes each and
; the first row starts $1800 bytes in to center the buffer in the bank
]step equ $1800
BG1YTable ENT
lup 208
dw ]step
]step = ]step+256
--^
]step equ 256
lup 208
dw ]step
]step = ]step+256
--^
; Repeat
BG1YOffsetTable ENT
lup 26
dw 1,1,1,2,2,2,2,2,1,1,1,0,0,0,0,0
--^
; Other Toolset variables
OneSecondCounter ENT
dw 0
OldOneSecVec ENT
ds 4
Timers ENT
ds TIMER_REC_SIZE*MAX_TIMERS
DefaultPalette ENT
dw $0000,$007F,$0090,$0FF0
dw $000F,$0080,$0f70,$0FFF
dw $0fa9,$0ff0,$00e0,$04DF
dw $0d00,$078f,$0ccc,$0FFF
; 0. Full Screen : 40 x 25 320 x 200 (32,000 bytes (100.0%))
; 1. Sword of Sodan : 34 x 24 272 x 192 (26,112 bytes ( 81.6%))
; 2. ~NES : 32 x 25 256 x 200 (25,600 bytes ( 80.0%))
; 3. Task Force : 32 x 22 256 x 176 (22,528 bytes ( 70.4%))
; 4. Defender of the World : 35 x 20 280 x 160 (22,400 bytes ( 70.0%))
; 5. Rastan : 32 x 20 256 x 160 (20,480 bytes ( 64.0%))
; 6. Game Boy Advanced : 30 x 20 240 x 160 (19,200 bytes ( 60.0%))
; 7. Ancient Land of Y's : 36 x 16 288 x 128 (18,432 bytes ( 57.6%))
; 8. Game Boy Color : 20 x 18 160 x 144 (11,520 bytes ( 36.0%))
; 9. Agony (Amiga) : 36 x 24 288 x 192 (27,648 bytes ( 86.4%))
; 10. Atari Lynx : 20 x 13 160 x 102 (8,160 bytes ( 25.5%))
ScreenModeWidth ENT
dw 320,272,256,256,280,256,240,288,160,288,160,320
ScreenModeHeight ENT
dw 200,192,200,176,160,160,160,128,144,192,102,1
blt_return
stk_save