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

172 lines
6.3 KiB
ArmAsm

; This support an alternate engine mode. When in scanline mode the renderer does not use the
; global StartX and StartY parameters to set up the code field. Instead, an array of scanline
; parameters must be provided to the blitter.
;
; This is a low-level mode and it is assumed that the arrays will contain valid values. This
; process is quite a bit slower that the normal setup because it must calculate code field
; entry points for each line, instead of once for the entire frame.
_ScanlineBG0XPos
:stk_save equ tmp0
:virt_line_x2 equ tmp1
:last_line_x2 equ tmp2
:src_bank equ tmp3
:exit_offset equ tmp4
:entry_offset equ tmp5
:exit_bra equ tmp6
:exit_address equ tmp7
:base_address equ tmp8
:opcode equ tmp9
:odd_entry_offset equ tmp10
lda StartYMod208 ; This is the base line of the virtual screen
asl
sta :virt_line_x2 ; Keep track of it
lda ScreenHeight
asl
clc
adc :virt_line_x2
sta :last_line_x2
phb
phb
pla
and #$FF00
sta :src_bank
:loop
ldx :virt_line_x2
lda StartXMod164Arr,x ; Get the offset for this line
dec ; The exit point is one byte sooner
bpl *+5
lda #163
bit #$0001 ; if odd, then original number was even
beq :odd_exit ; if even, the original number was odd
; This is the even code path
and #$FFFE
tay
lda CodeFieldEvenBRA,y
sta :exit_bra
lda Col2CodeOffset,y
sta :exit_offset
sta LastPatchOffsetArr,x ; Cache afor later
bra :do_entry
; This is the odd code path
:odd_exit tay
lda CodeFieldOddBRA,y
sta :exit_bra
lda Col2CodeOffset,y
sta :exit_offset
sta LastPatchOffsetArr,x
; Handle the entry point calculations
:do_entry
lda StartXMod164Arr,x
clc
adc ScreenWidth ; move to the right edge and back up a byte
dec ; to get the index of the first on-screen byte
cmp #164 ; Keep the value in range
bcc *+5
sbc #164
; Same logic as before
bit #$0001
beq :odd_entry
and #$FFFE
tay
lda Col2CodeOffset,y
sta :entry_offset
lda #$004C ; set the entry_jmp opcode to JMP
sta :opcode
stz :odd_entry_offset ; mark as an even case
bra :prep_complete
:odd_entry
tay
lda Col2CodeOffset,y
sta :entry_offset ; Will be used to load the data
lda Col2CodeOffset-2,y
sta :odd_entry_offset ; will the the actual location to jump to
lda #$00AF ; set the entry_jmp opcode to LDAL
sta :opcode
:prep_complete
; Not patch in the code field line
ldy BTableLow,x ; Get the address of the first code field line
clc
adc :exit_offset ; Add some offsets to get the base address in the code field line
sta :exit_address
sty :base_address
lda BTableHigh,x
ora src_bank
pha
plb
; First step is to set the BRA instruction to exit the code field at the proper location. There
; are two sub-steps to do here; we need to save the 16-bit value that exists at the location and
; then overwrite it with the branch instruction.
; SaveOpcode
; y is already set to :base_address
ldx :exit_address ; Save from this location
lda: $0000,x
sta: OPCODE_SAVE+$0000,y
;SetConst
txy ; ldy :exit_address -- starting at this address
ldx :exit_bra ; Copy this value into all of the lines
sta: $0000,y
; Next, patch in the CODE_ENTRY value, which is the low byte of a JMP instruction. This is an
; 8-bit operation and, since the PEA code is bank aligned, we use the entry_offset value directly
sep #$20
; SetCodeEntry
lda :entry_offset
ldy :base_address
sta: CODE_ENTRY+$0000,y
; SetCodeEntryOpcode
lda :opcode
sta: CODE_ENTRY_OPCODE+$0000,y
; If this is an odd entry, also set the odd_entry low byte and save the operand high byte
lda :odd_entry_offset
beq :not_odd
; SetOddCodeEntry
sta: ODD_ENTRY+$0000,y
; SaveHighOperand
ldx :exit_address
lda: $0002,x
sta: OPCODE_HIGH_SAVE+$0000,y
:not_odd
rep #$21 ; clear the carry
; Do the end of the loop -- update the virtual line counter and reduce the number
; of lines left to render
plb ; restore the bank
lda :virt_line_x2
inc
inc
sta :virt_line_x2
cmp :last_line_x2
jne :loop
rts