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

324 lines
12 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
_ApplyBG0YPosOld
:rtbl_idx_x2 equ tmp0
:virt_line_x2 equ tmp1
:lines_left_x2 equ tmp2
:draw_count_x2 equ tmp3
:stk_save equ tmp4
; 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_x2 ; Start copying from the first entry in the table
lda StartY ; This is the base line of the virtual screen
jsr Mod208
sta StartYMod208
asl
sta :virt_line_x2 ; Keep track of it
phb ; Save the current bank
tsc ; we intentionally leak one byte of stack in each loop
sta :stk_save ; iteration, so save the stack to repair at the end
; 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
asl
sta :lines_left_x2
; 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))
:loop
ldx :virt_line_x2
ldal BTableLow,x ; Get the address of the first code field line
tay
ldal BTableHigh,x ; Target bank in low byte
pha
txa
and #$001E
eor #$FFFF
sec
adc #32
min :lines_left_x2
sta :draw_count_x2 ; Do this many lines
tax
clc ; pre-advance virt_line_2 because we have the value
adc :virt_line_x2
sta :virt_line_x2
plb
jsr _CopyRTableToStkAddr
; CopyRTableToStkAddr :rtbl_idx_x2 ; X = rtbl_idx_x2 on return
txa ; carry flag is unchanged
adc :draw_count_x2 ; advance the index into the RTable
sta :rtbl_idx_x2
lda :lines_left_x2 ; subtract the number of lines we just completed
sec
sbc :draw_count_x2
sta :lines_left_x2
jne :loop
lda :stk_save
tcs
plb
rts
; This is an optimized version of _ApplyBG0YPos. We pre-compute the breakdown across the bank
; boundries in order to eliminate the the minimum calculation and some loop variable updates
; from the inner loop.
_ApplyBG0YPos
:rtbl_idx_x2 equ tmp0
:virt_line_x2 equ tmp1
:lines_left_x2 equ tmp2
:draw_count_x2 equ tmp3
:stk_save equ tmp4
:line_count equ tmp5
; 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_x2 ; Start copying from the first entry in the table
lda StartY ; This is the base line of the virtual screen
jsr Mod208
sta StartYMod208
asl
sta :virt_line_x2 ; Keep track of it
phb ; Save the current bank
tsc ; we intentionally leak one byte of stack in each loop
sta :stk_save ; iteration, so save the stack to repair at the end
; 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
asl
sta :lines_left_x2
; 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))
; Pre-loop: Calculate the number of lines to copy to get the loop into a bank-aligned state
;
; lines_in_bank = 16 - (virt_line % 16)
:pre
ldx :virt_line_x2
ldal BTableLow,x ; Get the address of the first code field line
tay
ldal BTableHigh,x ; Target bank in low byte
pha
txa
and #$001E
eor #$FFFF
sec
adc #32
min :lines_left_x2
sta :draw_count_x2 ; Do this many lines
tax
clc ; pre-advance virt_line_2 because we have the value
adc :virt_line_x2
sta :virt_line_x2
plb
jsr _CopyRTableToStkAddr
txa ; carry flag is unchanged
adc :draw_count_x2 ; advance the index into the RTable
sta :rtbl_idx_x2
lda :lines_left_x2 ; subtract the number of lines we just completed
sec
sbc :draw_count_x2
sta :lines_left_x2
jeq :done ; if there are no lines left, we're done!
cmp #33
jcc :post ; if there are 16 lines or less left, jump to post
; Now we are in the main loop. We know that the virt_line is a multiple of 16, but the number
; of remaining lines could be any number greater than 0. we test to see if the lines_left are
; less than 16. If so, we can jump straight to the post-loop update. Otherwise we caculate
; the number of 16-line iterations and but that in an auxiliary count variable and simplify
; the loop update.
tax
and #$001E ; this is the number of lines in post
sta :lines_left_x2
txa
lsr
lsr
lsr
lsr
lsr
sta :line_count ; single byte count, saves 9 cycles per loop iteration
:loop
ldx :virt_line_x2
ldal BTableLow,x ; Get the address of the first code field line
tay
ldal BTableHigh,x ; Target bank in low byte
pha
lda #32 ; Do this many lines (x2)
tax
clc ; pre-advance virt_line_2 because we have the value
adc :virt_line_x2
sta :virt_line_x2
plb
CopyRTableToStkAddr :rtbl_idx_x2
txa ; carry flag is unchanged
adc #32 ; advance the index into the RTable
sta :rtbl_idx_x2
dec :line_count
jne :loop
lda :lines_left_x2
beq :done
; Draw some number of lines that are less that 16. No need to update loop variabls because we
; know we are in the last iteration
:post
ldx :virt_line_x2
ldal BTableLow,x ; Get the address of the first code field line
tay
ldal BTableHigh,x ; Target bank in low byte
pha
ldx :lines_left_x2 ; Do this many lines
plb
jsr _CopyRTableToStkAddr
:done
lda :stk_save
tcs
plb
rts
; Unrolled copy routine to move RTable intries into STK_ADDR position.
;
; A = index into the RTable array (x2)
; Y = starting line * $1000
; X = number of lines (x2)
CopyRTableToStkAddr mac
jmp (dispTbl,x)
dispTbl da bottom
da do01,do02,do03,do04
da do05,do06,do07,do08
da do09,do10,do11,do12
da do13,do14,do15,do16
do15 ldx ]1
bra x15
do14 ldx ]1
bra x14
do13 ldx ]1
bra x13
do12 ldx ]1
bra x12
do11 ldx ]1
bra x11
do10 ldx ]1
bra x10
do09 ldx ]1
bra x09
do08 ldx ]1
bra x08
do07 ldx ]1
bra x07
do06 ldx ]1
bra x06
do05 ldx ]1
bra x05
do04 ldx ]1
bra x04
do03 ldx ]1
bra x03
do02 ldx ]1
bra x02
do01 ldx ]1
bra x01
do16 ldx ]1
ldal RTable+30,x
sta STK_ADDR+$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
bottom
<<<
_CopyRTableToStkAddr
CopyRTableToStkAddr tmp0
rts