iigs-game-engine/src/blitter/Tiles10000.s

187 lines
6.7 KiB
ArmAsm

; _TBSolidSpriteTile
;
; Renders solid tiles with sprites layered on top of the tile data. Because we need to combine
; data from the sprite plane, tile data and write to the code field (which are all in different banks),
; there is no way to do everything inline, so a composite tile is created on the fly and written to
; a direct page buffer. This direct page buffer is then used to render the tile.
_TBSolidSpriteTile_00
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer (using correct x-register)
jsr _TBApplySpriteData ; Overlay the data from the sprite plane (and copy into the code field)
jmp _TBFillPEAOpcode ; Fill in the code field opcodes
_TBSolidSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
_TBSolidSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jsr _TBApplySpriteData
jmp _TBFillPEAOpcode
; Fast variation that does not need to set the opcode
_TBFastSpriteTile_00
jsr _TBCopyTileDataToCBuff ; Copy the tile into the compositing buffer
jmp _TBApplySpriteData ; Overlay the data form the sprite plane (and copy into the code field)
_TBFastSpriteTile_0H
jsr _TBCopyTileDataToCBuffH
jmp _TBApplySpriteData
_TBFastSpriteTile_V0
jsr _TBCopyTileDataToCBuffV
jmp _TBApplySpriteData
_TBFastSpriteTile_VH
jsr _TBCopyTileDataToCBuffVH
jmp _TBApplySpriteData
; Need to update the X-register before calling this
_TBApplySpriteData
ldx _SPR_X_REG ; set to the unaligned tile block address in the sprite plane
]line equ 0
lup 8
lda blttmp+{]line*4}
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
; Copy tile data into the direct page compositing buffer. The main reason to do this in full passes is
; because we can avoid needing to use both the X and Y registers during the compositing process and
; reserve Y to hold the code field address.
;
; Also, we can get away with not setting the bank register, this is a wash in terms of speed, but results
; in simpler, more composable subroutines
_TBCopyTileDataToCBuff
]line equ 0
lup 8
ldal tiledata+{]line*4},x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffH
]line equ 0
lup 8
ldal tiledata+{]line*4}+64,x
sta blttmp+{]line*4}
ldal tiledata+{]line*4}+64+2,x
sta blttmp+{]line*4}+2
]line equ ]line+1
--^
rts
_TBCopyTileDataToCBuffV
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4},x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCopyTileDataToCBuffVH
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+64,x
sta blttmp+{]dest*4}
ldal tiledata+{]src*4}+64+2,x
sta blttmp+{]dest*4}+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy tile mask data into the direct page compositing buffer.
_TBCopyTileMaskToCBuff
]line equ 0
lup 8
ldal tiledata+{]line*4}+32,x
sta blttmp+{]line*4}+32
ldal tiledata+{]line*4}+32+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
rts
_TBCopyTileMaskToCBuffH
]line equ 0
lup 8
ldal tiledata+{]line*4}+32+64,x
sta blttmp+{]line*4}+32
ldal tiledata+{]line*4}+32+64+2,x
sta blttmp+{]line*4}+32+2
]line equ ]line+1
--^
rts
_TBCopyTileMaskToCBuffV
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+32,x
sta blttmp+{]dest*4}+32
ldal tiledata+{]src*4}+32+2,x
sta blttmp+{]dest*4}+32+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
_TBCopyTileMaskToCBuffVH
]src equ 7
]dest equ 0
lup 8
ldal tiledata+{]src*4}+32+64,x
sta blttmp+{]dest*4}+32
ldal tiledata+{]src*4}+32+64+2,x
sta blttmp+{]dest*4}+32+2
]src equ ]src-1
]dest equ ]dest+1
--^
rts
; Copy just the data into the code field from the composite buffer
_TBSolidComposite
]line equ 0
lup 8
lda blttmp+{]line*4}
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts