iigs-game-engine/macros/CORE.MACS.S
Lucas Scharenbroich 95058fb969 Checkpoint for sprite rewrite
All of the sprite rendering has been deferred down to the level of
the tile drawing. Sprites are no longer drawn/erased, but instead
a sprite sheet is generated in AddSprite and referenced by the
renderer.

Because there is no longer a single off-screen buffer that holds
a copy of all the rendered sprites, the TileStore size must be
expanded to hold a reference to the sprite data address fo each
tile.  This increase in data structure size require the TileStore
to be put into its own bank and appropriate code restructuring.

The benefits to the rewrite are significant:

  1. Sprites are never drawn/erased off-screen.  They are only
     ever drawn directly to the screen or play field.
  2. The concept of "damaged" sprites is gone.  Every dirty tile
     automatically renders just to portion of a sprite that it
     intersects.

These two properties result in a substantial increase in throughput.
2022-02-18 12:12:32 -06:00

347 lines
11 KiB
ArmAsm

****************************************
* Basic Error Macro *
****************************************
_Err mac
bcc NoErr
do ]0 ; (DO if true)
jsr PgmDeath ; this is conditionally compiled if
str ]1 ; we pass in an error statement
else ; (ELSE)
jmp PgmDeath0 ; we just call the simpler error handler
fin ; (FIN)
NoErr eom
;
; Dereference a handle that is on the top of the stack
;
_Deref MAC
phb ; save caller's data bank register
pha ; push high word of handle on stack
plb ; sets B to the bank byte of the pointer
lda |$0002,x ; load the high word of the master pointer
pha ; and save it on the stack
lda |$0000,x ; load the low word of the master pointer
tax ; and return it in X
pla ; restore the high word in A
plb ; pull the handle's high word high byte off the
; stack
plb ; restore the caller's data bank register
<<<
_Mul128 mac
asl
asl
asl
asl
asl
asl
asl
<<<
; Possible optimization (assumes accumulator is <512). 8 cycles/5 bytes vs 14 cycles/7 bytes
; cmp #$0100
; xba
; ror
_Div16 mac
lsr
lsr
lsr
lsr
<<<
_R0W0 mac ; Read Bank 0 / Write Bank 0
ldal STATE_REG
and #$FFCF
stal STATE_REG
<<<
_R0W1 mac ; Read Bank 0 / Write Bank 1
ldal STATE_REG
ora #$0010
stal STATE_REG
<<<
_R1W1 mac ; Read Bank 0 / Write Bank 1
ldal STATE_REG
ora #$0030
stal STATE_REG
<<<
_PushReg mac ; Used to save/restore registers when calling subroutines.
pha
phx
phy
<<<
_PullReg mac
ply
plx
pla
<<<
_PushReg2 mac ; Variation to also save the P-register to preserve m/x
pha
phx
phy
php
<<<
_PullReg2 mac
plp
ply
plx
pla
<<<
jne mac
beq *+5
jmp ]1
<<<
jeq mac
bne *+5
jmp ]1
<<<
jcc mac
bcs *+5
jmp ]1
<<<
jcs mac
bcc *+5
jmp ]1
<<<
min mac
cmp ]1
bcc mout
lda ]1
mout <<<
; Increment a value mod some number.
incmod mac
inc
cmp ]1
bcc out
lda #0
out <<<
decmod mac
dec
bpl out
lda ]1
dec
out <<<
adcmod mac
adc ]1
cmp ]2
bcc out
sbc ]2
out <<<
sbcmod mac
sbc ]1
bpl out
clc
adc ]2
out <<<
asr16 mac
cmp #$8000
ror
<<<
asr8 mac
cmp #$80
ror
<<<
; Inline macros for fast calculation of some internal values
_TileStoreOffset mac
lda ]2
asl
tay
lda ]1
asl ; Assume in range, so asl puts a 0 bit into the carry
adc TileStoreYTable,y
<<<
_TileStoreOffsetX mac
lda ]2
asl
tax
lda ]1
asl ; Assume in range, so asl puts a 0 bit into the carry
adc TileStoreYTable,x
<<<
; Macro to define script steps
ScriptStep MAC
IF #=]5
dw {]1+{{]5&#$000F}<<8}},]2,]3,]4
ELSE
dw ]1,]2,]3,]4
FIN
<<<
; A specialized CopyMaskedWord macro that draws a tile from a direct page workspace. Used
; to render fringe tiles and sprite tiles when BG1 is active. If there is no second background,
; then one should use the optimized functions which assumes a PEA opcode and only
; needs to copy data words
;
; ]1 : tiledata direct page address , the tilemask direct page address is tiledata + 32
; ]2 : code field offset
CopyMaskedWordD MAC
lda ]1+32 ; load the mask value
bne mixed ; a non-zero value may be mixed
; This is a solid word
lda #$00F4 ; PEA instruction
sta: ]2,y
lda ]1 ; load the tile data
sta: ]2+1,y ; PEA operand
bra next
mixed cmp #$FFFF ; All 1's in the mask is fully transparent
beq transparent
; This is the slowest path because there is a *lot* of work to do. So much that it's
; worth it to change up the environment to optimize things a bit more.
;
; Need to fill in the first 10 bytes of the JMP handler with the following code sequence
;
; lda (00),y
; and #MASK
; ora #DATA
lda #$004C ; JMP instruction
sta: ]2,y
ldx _X_REG ; Get the addressing offset
ldal JTableOffset,x ; Get the address offset and add to the base address
adc _BASE_ADDR ; of the current code field line
adc #{]2&$F000} ; adjust for the current row offset
sta: ]2+1,y
tay ; This becomes the new address that we use to patch in
txa ; Get the offset and render a LDA (dp),y instruction
sep #$20
sta: $0001,y ; LDA (00),y operand
lda #$B1
sta: $0000,y ; LDA (00),y opcode
lda #$29
sta: $0002,y ; AND #$0000 opcode
lda #$09
sta: $0005,y ; ORA #$0000 opcode
rep #$20
lda ]1+32 ; insert the tile mask and data into the exception
sta: $0003,y ; handler.
lda ]1
sta: $0006,y
lda #$0D80 ; branch to the prologue (BRA *+15)
sta: $0008,y
ldy _Y_REG ; restore original y-register value and move on
bra next
; This is a transparent word, so just show the second background layer
transparent
lda #$00B1 ; LDA (dp),y instruction
sta: ]2,y
lda _X_REG ; X is the logical tile offset (0, 2, 4, ... 82) left-to-right
ora #$4800 ; put a PHA after the offset
sta: ]2+1,y
next
eom
; Macros to use in the Masked Tile renderer
;
; ]1 : tiledata offset
; ]2 : tilemask offset
; ]3 : code field offset
CopyMaskedWord MAC
ldal ]2,x ; load the mask value
bne mixed ; a non-zero value may be mixed
; This is a solid word
lda #$00F4 ; PEA instruction
sta: ]3,y
ldal ]1,x ; load the tile data
sta: ]3+1,y ; PEA operand
bra next
mixed cmp #$FFFF ; All 1's in the mask is fully transparent
beq transparent
; This is the slowest path because there is a *lot* of work to do. So much that it's
; worth it to change up the environment to optimize things a bit more.
;
; Need to fill in the first 8 bytes of the JMP handler with the following code sequence
;
; lda (00),y
; and #MASK
; ora #DATA
lda #$004C ; JMP instruction
sta: ]3,y
ldx _X_REG ; Get the addressing offset
ldal JTableOffset,x ; Get the address offset and add to the base address
ora _BASE_ADDR ; of the current code field row (2 rows per bank) $0000 or $8000
ora #{]3&$7000} ; adjust for the current line offset within the row
sta: ]3+1,y
tay ; This becomes the new address that we use to patch in
txa ; Get the offset and render a LDA (dp),y instruction
sep #$20
sta: $0001,y ; LDA (00),y operand
lda #$B1
sta: $0000,y ; LDA (00),y opcode
lda #$29
sta: $0002,y ; AND #$0000 opcode
lda #$09
sta: $0005,y ; ORA #$0000 opcode
rep #$20
ldx _T_PTR ; restore the original x-register value
ldal ]2,x ; insert the tile mask and data into the exception
sta: $0003,y ; handler.
ldal ]1,x
sta: $0006,y
; Copy the top 9 bytes down. We have 23 bytes of space and are only using 8. Since 9 + 8 = 17 < 23, we
; can save 3 cycles per word by eliminating the BRA instruction
; lda #$0D80 ; branch to the prologue (BRA *+15)
; sta: $0008,y
lda: $0017,y
sta: $0008,y
lda: $0019,y
sta: $000A,y
lda: $001B,y
sta: $000C,y
lda: $001D,y
sta: $000E,y
lda: $001E,y
sta: $000F,y
ldy _Y_REG ; restore original y-register value and move on
bra next
; This is a transparent word, so just show the second background layer
transparent
lda #$00B1 ; LDA (dp),y instruction
sta: ]3,y
lda _X_REG ; X is the logical tile offset (0, 2, 4, ... 82) left-to-right
ora #$4800 ; put a PHA after the offset
sta: ]3+1,y
next
eom