iigs-game-engine/macros/GTE.Macs.s
2023-03-11 03:41:12 -06:00

208 lines
7.1 KiB
ArmAsm

* Generic Tile Engine Macros
* by Lucas Scharenbroich
GTEToolNum equ $A0
_GTEBootInit MAC
UserTool $0100+GTEToolNum
<<<
_GTEStartUp MAC
UserTool $0200+GTEToolNum
<<<
_GTEShutDown MAC
UserTool $0300+GTEToolNum
<<<
_GTEVersion MAC
UserTool $0400+GTEToolNum
<<<
_GTEReset MAC
UserTool $0500+GTEToolNum
<<<
_GTEStatus MAC
UserTool $0600+GTEToolNum
<<<
_GTEReadControl MAC
UserTool $0900+GTEToolNum
<<<
_GTESetScreenMode MAC
UserTool $0A00+GTEToolNum
<<<
_GTESetTile MAC
UserTool $0B00+GTEToolNum
<<<
_GTESetBG0Origin MAC
UserTool $0C00+GTEToolNum
<<<
_GTERender MAC
UserTool $0D00+GTEToolNum
<<<
_GTELoadTileSet MAC
UserTool $0E00+GTEToolNum
<<<
_GTECreateSpriteStamp MAC
UserTool $0F00+GTEToolNum
<<<
_GTEAddSprite MAC
UserTool $1000+GTEToolNum
<<<
_GTEMoveSprite MAC
UserTool $1100+GTEToolNum
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_GTEUpdateSprite MAC
UserTool $1200+GTEToolNum
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_GTERemoveSprite MAC
UserTool $1300+GTEToolNum
<<<
_GTEGetSeconds MAC
UserTool $1400+GTEToolNum
<<<
_GTECopyTileToDynamic MAC
UserTool $1500+GTEToolNum
<<<
_GTESetPalette MAC
UserTool $1600+GTEToolNum
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_GTECopyPicToBG1 MAC
UserTool $1700+GTEToolNum
<<<
_GTEBindSCBArray MAC
UserTool $1800+GTEToolNum
<<<
_GTEGetBG0TileMapInfo MAC
UserTool $1900+GTEToolNum
<<<
_GTEGetScreenInfo MAC
UserTool $1A00+GTEToolNum
<<<
_GTESetBG1Origin MAC
UserTool $1B00+GTEToolNum
<<<
_GTEGetTileAt MAC
UserTool $1C00+GTEToolNum
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_GTESetBG0TileMapInfo MAC
UserTool $1D00+GTEToolNum
<<<
_GTESetBG1TileMapInfo MAC
UserTool $1E00+GTEToolNum
<<<
_GTEAddTimer MAC
UserTool $1F00+GTEToolNum
<<<
_GTERemoveTimer MAC
UserTool $2000+GTEToolNum
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_GTEStartScript MAC
UserTool $2100+GTEToolNum
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_GTESetOverlay MAC
UserTool $2200+GTEToolNum
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_GTEClearOverlay MAC
UserTool $2300+GTEToolNum
<<<
_GTEGetTileDataAddr MAC
UserTool $2400+GTEToolNum
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_GTEFillTileStore MAC
UserTool $2500+GTEToolNum
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_GTERefresh MAC
UserTool $2600+GTEToolNum
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_GTERenderDirty MAC
UserTool $2700+GTEToolNum
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_GTESetBG1Displacement MAC
UserTool $2800+GTEToolNum
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_GTESetBG1Rotation MAC
UserTool $2900+GTEToolNum
<<<
_GTEClearBG1Buffer MAC
UserTool $2A00+GTEToolNum
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_GTESetBG1Scale MAC
UserTool $2B00+GTEToolNum
<<<
_GTEGetAddress MAC
UserTool $2C00+GTEToolNum
<<<
_GTECompileSpriteStamp MAC
UserTool $2D00+GTEToolNum
<<<
_GTESetAddress MAC
UserTool $2E00+GTEToolNum
<<<
; EngineMode definitions
; Script definition
YIELD equ $8000
JUMP equ $4000
SET_PALETTE_ENTRY equ $0002
SWAP_PALETTE_ENTRY equ $0004
SET_DYN_TILE equ $0006
CALLBACK equ $0010
; ReadControl return value bits
PAD_BUTTON_B equ $0100
PAD_BUTTON_A equ $0200
PAD_KEY_DOWN equ $0400
; EngineMode definitions
ENGINE_MODE_TWO_LAYER equ $0001
ENGINE_MODE_DYN_TILES equ $0002
ENGINE_MODE_BNK0_BUFF equ $0004
ENGINE_MODE_USER_TOOL equ $8000 ; Communicate if GTE is loaded as a system tool, or a user tool
; Render flags
RENDER_ALT_BG1 equ $0001
RENDER_BG1_HORZ_OFFSET equ $0002
RENDER_BG1_VERT_OFFSET equ $0004
RENDER_BG1_ROTATION equ $0008
RENDER_PER_SCANLINE equ $0010
RENDER_WITH_SHADOWING equ $0020
RENDER_SPRITES_SORTED equ $0040
; Overlay flags
OVERLAY_MASKED equ $0000 ; Overlay has a mask, so the background must be draw first
OVERLAY_SOLID equ $8000 ; Overlay covers the scan line and is fully opaque
OVERLAY_ABOVE equ $0000 ; Overlay is drawn above scanline sprites
OVERLAY_BELOW equ $4000 ; Overlay is drawn below scanline sprites
; GetAddress table IDs
scanlineHorzOffset equ $0001
scanlineHorzOffset2 equ $0002
; Tile constants
; TILE_RESERVED_BIT equ $8000
TILE_PRIORITY_BIT equ $4000 ; Put tile on top of sprite
TILE_FRINGE_BIT equ $2000 ; Unused
TILE_SOLID_BIT equ $1000 ; Hint bit used in TWO_LAYER_MODE to optimize rendering
TILE_DYN_BIT equ $0800 ; Is this a Dynamic Tile?
TILE_VFLIP_BIT equ $0400
TILE_HFLIP_BIT equ $0200
TILE_ID_MASK equ $01FF
TILE_CTRL_MASK equ $FE00
; Sprite constants
SPRITE_COMPILED equ $4000 ; This is a compiled sprite
SPRITE_HIDE equ $2000
SPRITE_16X16 equ $1800
SPRITE_16X8 equ $1000
SPRITE_8X16 equ $0800
SPRITE_8X8 equ $0000
SPRITE_VFLIP equ $0400
SPRITE_HFLIP equ $0200
; Stamp storage parameters
VBUFF_STRIDE_BYTES equ {12*4} ; Each line has 4 slots of 16 pixels + 8 buffer pixels
VBUFF_TILE_ROW_BYTES equ {8*VBUFF_STRIDE_BYTES} ; Each row is comprised of 8 lines
VBUFF_TILE_COL_BYTES equ 4
VBUFF_SPRITE_STEP equ {VBUFF_TILE_ROW_BYTES*3} ; Allocate space for 16 rows + 8 rows of buffer
VBUFF_SPRITE_START equ {VBUFF_TILE_ROW_BYTES+4} ; Start at an offset so $0000 can be used as an empty value
VBUFF_SLOT_COUNT equ 48 ; Have space for this many stamps