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

174 lines
6.6 KiB
ArmAsm

; Subroutines that deal with the vertical scrolling and rendering. The primary function
; of these routines are to adjust tables and patch in new values into the code field
; when the virtual Y-position of the play field changes.
; Based on the current value of StartY in the direct page. Set up the dispatch
; information so that the BltRange driver will render the correct code field
; lines in the correct order
_ApplyBG0YPos
:rtbl_idx equ tmp0
:virt_line equ tmp1
:lines_left equ tmp2
:draw_count equ tmp3
; First task is to fill in the STK_ADDR values by copying them from the RTable array. We
; copy from RTable[i] into BlitField[StartY+i]. As with all of this code, the difficult part
; is decomposing the update across banks
stz :rtbl_idx ; Start copying from the first entry in the table
lda StartY ; This is the base line of the virtual screen
jsr Mod208
sta StartYMod208
sta :virt_line ; Keep track of it
; copy a range of address from the table into the destination bank. If we restrict ourselves to
; rectangular playfields, this can be optimized to just subtracting a constant value. See the
; Templates::SetScreenAddrs subroutine.
lda ScreenHeight
sta :lines_left
; This is the verbose part -- figure out how many lines to draw. We don't want to artificially limit
; the height of the visible screen (for example, doing an animated wipe while scrolling), so the screen
; height could be anything from 1 to 200.
;
; For larger values, we want to break things up on 16-line boundaries based on the virt_line value. So,
;
; draw_count = min(lines_left, (16 - (virt_line % 16))
;
; Note that almost everything in this loop can be done with 8-bit operations sincc the values are
; all under 200. The one exception is the virt_line value which could exceed 256. This will be
; a later optimization and might save around 10 cycles per iteration, or up to ~120 cycles per frame
; and ~2,500 per secord. This is ~1% of our total CPU budget and is *just* enough cycles to be
; interesting.... Another 8 cycles could be removed by doing all calculatinos pre-multiplied by 2
; to avoid several 'asl' instructions
:loop
lda :virt_line
asl
tax
ldal BTableLow,x ; Get the address of the first code field line
tay
sep #$20
ldal BTableHigh,x
pha
plb ; This is the bank that will receive the updates
rep #$20
lda :virt_line
and #$000F
eor #$FFFF
inc
clc
adc #16
min :lines_left
sta :draw_count ; Do this many lines
asl
tax
lda :rtbl_idx ; Read from this location in the RTable
asl
jsr CopyRTableToStkAddr
lda :virt_line ; advance to the virtual line after the segment we just
clc ; filled in
adc :draw_count
sta :virt_line
lda :rtbl_idx ; advance the index into the RTable
adc :draw_count
sta :rtbl_idx
lda :lines_left ; subtract the number of lines we just completed
sec
sbc :draw_count
sta :lines_left
jne :loop
phk
plb
rts
; Unrolled copy routine to move RTable intries into STK_ADDR position.
;
; A = intect into the RTable array (x2)
; Y = starting line * $1000
; X = number of lines (x2)
CopyRTableToStkAddr
jmp (:tbl,x)
:tbl da :none
da :do01,:do02,:do03,:do04
da :do05,:do06,:do07,:do08
da :do09,:do10,:do11,:do12
da :do13,:do14,:do15,:do16
:do15 tax
bra :x15
:do14 tax
bra :x14
:do13 tax
bra :x13
:do12 tax
bra :x12
:do11 tax
bra :x11
:do10 tax
bra :x10
:do09 tax
bra :x09
:do08 tax
bra :x08
:do07 tax
bra :x07
:do06 tax
bra :x06
:do05 tax
bra :x05
:do04 tax
bra :x04
:do03 tax
bra :x03
:do02 tax
bra :x02
:do01 tax
bra :x01
:do16 tax
ldal RTable+30,x
sta STK_ADDR+$F000,y
:x15 ldal RTable+28,x
sta STK_ADDR+$E000,y
:x14 ldal RTable+26,x
sta STK_ADDR+$D000,y
:x13 ldal RTable+24,x
sta: STK_ADDR+$C000,y
:x12 ldal RTable+22,x
sta STK_ADDR+$B000,y
:x11 ldal RTable+20,x
sta STK_ADDR+$A000,y
:x10 ldal RTable+18,x
sta STK_ADDR+$9000,y
:x09 ldal RTable+16,x
sta: STK_ADDR+$8000,y
:x08 ldal RTable+14,x
sta STK_ADDR+$7000,y
:x07 ldal RTable+12,x
sta STK_ADDR+$6000,y
:x06 ldal RTable+10,x
sta STK_ADDR+$5000,y
:x05 ldal RTable+08,x
sta: STK_ADDR+$4000,y
:x04 ldal RTable+06,x
sta STK_ADDR+$3000,y
:x03 ldal RTable+04,x
sta STK_ADDR+$2000,y
:x02 ldal RTable+02,x
sta STK_ADDR+$1000,y
:x01 ldal RTable+00,x
sta: STK_ADDR+$0000,y
:none rts