iigs-game-engine/src/static/TileStoreDefs.s

135 lines
7.1 KiB
ArmAsm

; Tile storage parameters
TILE_DATA_SPAN equ 4
TILE_STORE_WIDTH equ 41
TILE_STORE_HEIGHT equ 26
MAX_TILES equ {26*41} ; Number of tiles in the code field (41 columns * 26 rows)
TILE_STORE_SIZE equ {MAX_TILES*2} ; The tile store contains a tile descriptor in each slot
TS_TILE_ID equ {TILE_STORE_SIZE*0} ; tile descriptor for this location
TS_DIRTY equ {TILE_STORE_SIZE*1} ; Flag. Used to prevent a tile from being queued multiple times per frame
TS_SPRITE_FLAG equ {TILE_STORE_SIZE*2} ; Bitfield of all sprites that intersect this tile. 0 if no sprites.
TS_TILE_ADDR equ {TILE_STORE_SIZE*3} ; cached value, the address of the tiledata for this tile
TS_CODE_ADDR_LOW equ {TILE_STORE_SIZE*4} ; const value, address of this tile in the code fields
TS_CODE_ADDR_HIGH equ {TILE_STORE_SIZE*5}
TS_WORD_OFFSET equ {TILE_STORE_SIZE*6} ; const value, word offset value for this tile if LDA (dp),y instructions re used
TS_JMP_ADDR equ {TILE_STORE_SIZE*7} ; const value, address of the 32-byte snippet space for this tile
TS_SCREEN_ADDR equ {TILE_STORE_SIZE*8} ; cached value of on-screen location of tile. Used for DirtyRender.
; TODO: Move these arrays into the K bank to support direct dispatch via jmp (abs,x)
; TS_BASE_TILE_COPY equ {TILE_STORE_SIZE*9} ; derived from TS_TILE_ID to optimize tile copy to support sprite rendering
; TS_BASE_TILE_DISP equ {TILE_STORE_SIZE*10} ; derived from TS_TILE_ID to optimize base (non-sprite) tile dispatch in the Render function
; TS_DIRTY_TILE_DISP equ {TILE_STORE_SIZE*11} ; derived from TS_TILE_ID to optimize dirty tile dispatch in the Render function
TILE_STORE_NUM equ 12 ; Need this many parallel arrays
; Sprite data structures. We cache quite a few pieces of information about the sprite
; to make calculations faster, so this is hidden from the caller.
MAX_SPRITES equ 16
SPRITE_REC_SIZE equ 42
MAX_OVERLAYS equ 2
MAX_ELEMENTS equ {MAX_SPRITES+MAX_OVERLAYS}
; Object list used in renderer
OL_SPRITE_ID equ 0 ; Usual parallel arrays
OL_SPRITE_TOP equ {2*{MAX_ELEMENTS+1}}
OL_SPRITE_BOTTOM equ {4*{MAX_ELEMENTS+1}}
OL_NEXT equ {6*{MAX_ELEMENTS+1}}
OL_INDEX equ {8*{MAX_ELEMENTS+1}} ; Reference to the index in the _Sprites array
; Mark each sprite as ADDED, UPDATED, MOVED, REMOVED depending on the actions applied to it
; on this frame. Quick note, the same Sprite ID cannot be removed and added in the same frame.
; A REMOVED sprite if removed from the sprite list during the Render call, so it's ID is not
; available to the AddSprite function until the next frame.
SPRITE_STATUS_EMPTY equ $0000 ; If the status value is zero, this sprite slot is available
SPRITE_STATUS_ADDED equ $0001 ; Sprite was just added (new sprite)
SPRITE_STATUS_MOVED equ $0002 ; Sprite's position was changed
SPRITE_STATUS_UPDATED equ $0004 ; Sprite's non-position attributes were changed
SPRITE_STATUS_REMOVED equ $0008 ; Sprite has been removed.
SPRITE_STATUS_HIDDEN equ $0010 ; Sprite is in a hidden state
; These values are set by the user
SPRITE_STATUS equ {MAX_ELEMENTS*0}
SPRITE_ID equ {MAX_ELEMENTS*2}
SPRITE_X equ {MAX_ELEMENTS*4}
SPRITE_Y equ {MAX_ELEMENTS*6}
VBUFF_ADDR equ {MAX_ELEMENTS*8} ; Base address of the sprite's stamp in the data/mask banks
; These values are cached / calculated during the rendering process
TS_LOOKUP_INDEX equ {MAX_ELEMENTS*10} ; The index from the TileStoreLookup table that corresponds to the top-left corner of the sprite
TS_COVERAGE_SIZE equ {MAX_ELEMENTS*12} ; Representation of how many TileStore tiles (NxM) are covered by this sprite
SPRITE_DISP equ {MAX_ELEMENTS*14} ; Cached address of the specific stamp based on sprite flags
SPRITE_CLIP_LEFT equ {MAX_ELEMENTS*16}
SPRITE_CLIP_RIGHT equ {MAX_ELEMENTS*18}
SPRITE_CLIP_TOP equ {MAX_ELEMENTS*20}
SPRITE_CLIP_BOTTOM equ {MAX_ELEMENTS*22}
IS_OFF_SCREEN equ {MAX_ELEMENTS*24}
SPRITE_WIDTH equ {MAX_ELEMENTS*26}
SPRITE_HEIGHT equ {MAX_ELEMENTS*28}
SPRITE_CLIP_WIDTH equ {MAX_ELEMENTS*30}
SPRITE_CLIP_HEIGHT equ {MAX_ELEMENTS*32}
TS_VBUFF_BASE equ {MAX_ELEMENTS*34} ; Finalized VBUFF address based on the sprite position and tile offsets
SORTED_PREV equ {MAX_ELEMENTS*36} ; Doubly-Linked List that maintains the sprites in sorted order based on SPRITE_Y
SORTED_NEXT equ {MAX_ELEMENTS*38}
; The Overlays are part of the _Sprites memory space and come after the maximum number of sprites
Overlays equ {_Sprites+{MAX_SPRITES*2}}
; Aliases of SPRITE_* memory locations that are used for Overlay info when the SPRITE_OVERLAY bit is set on SPRITE_ID
OVERLAY_ID equ SPRITE_ID
OVERLAY_FLAGS equ SPRITE_STATUS
OVERLAY_TOP equ SPRITE_CLIP_TOP ; This is important because SPRITE_CLIP_TOP is used for sorting
OVERLAY_BOTTOM equ SPRITE_CLIP_BOTTOM
OVERLAY_HEIGHT equ SPRITE_HEIGHT
OVERLAY_PROC equ VBUFF_ADDR
; 52 rows by 82 columns + 2 extra rows and columns for sprite sizes
;
; 53 rows = TILE_STORE_HEIGHT + TILE_STORE_HEIGHT + 1
; 83 cols = TILE_STORE_WIDTH + TILE_STORE_WIDTH + 1
;
; TILE_STORE_WIDTH equ 41
; TILE_STORE_HEIGHT equ 26
TS_LOOKUP_WIDTH equ 82
TS_LOOKUP_HEIGHT equ 52
TS_LOOKUP_BORDER equ 2
TS_LOOKUP_SPAN equ {TS_LOOKUP_WIDTH+TS_LOOKUP_BORDER}
TS_LOOKUP_ROWS equ {TS_LOOKUP_HEIGHT+TS_LOOKUP_BORDER}
; Blitter template constants
PER_TILE_SIZE equ 3
SNIPPET_SIZE equ 32
;----------------------------------------------------------------------
;
; Timer implementation
;
; The engire provides four timer slot that can be used by one-shot or
; recurring timers. Each timer is given an initial tick count, a
; reset tick count (0 = one-shot), and an action to perform.
;
; The timers handle overflow, so if a recurring timer has a tick count of 3
; and 7 VBL ticks have passed, then the timer will be fired twice and
; a tick count of 2 will be set.
;
; As such, the timers are appropriate to drive physical and other game
; behaviors at a frame-independent rate.
;
; A collection of 4 timers that are triggered when their countdown
; goes below zero. Each timer takes up 16 bytes
;
; A timer can fire multiple times during a singular evaluation. For example, if the
; timer delay is set to 1 and 3 VBL ticks happen, then the timer delta is -2, will fire,
; have the delay added and get -1, fire again, increment to zero, first again and then
; finally reset to 1.
;
; +0 counter decremented by the number of ticks since last run
; +2 reset copied into counter when triggered. 0 turns off the timer.
; +4 addr long address of timer routine
; +8 user 8 bytes of user data space for timer state
MAX_TIMERS equ 4
TIMER_REC_SIZE equ 16