/
_pixels.asm
458 lines (389 loc) · 7.47 KB
/
_pixels.asm
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;
; /!\ CAUTION /!\
;
; These routines write pixels in the background layer. To do that,
; they need to have a background composed of 1024 different tiles,
; which is way more than allowed by the usual memory model of our
; demos. Please be aware of this since a call to, for example,
; copysatb, will write into memory used by the tiles, hence messing
; up the display.
;
;
; setupbackgroundcanvas
; sets up the bat for a background composed of 1024 different tiles
; defined linearly in memory starting at address TILE_START
; modifies <vram_ptr
setupbackgroundcanvas:
inc $000e
; fill the bat
st0 #$00
st1 #$00
st2 #$00
st0 #$02
lda #LOW(TILE_START >> 4)
sta LOW_BYTE <vram_ptr
lda #HIGH(TILE_START >> 4)
sta HIGH_BYTE <vram_ptr
ldx #$ff
.fillbat:
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
incw <vram_ptr
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
incw <vram_ptr
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
incw <vram_ptr
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
incw <vram_ptr
dex
bne .fillbat
stz $000e
rts
; clearbackgroundcanvas
; clears 1024 * $10 words of memory starting at TILE_START,
; i.e creates 1024 blank tiles
clearbackgroundcanvas:
inc $000e
st0 #$00
lda #LOW(TILE_START)
sta $0012
lda #HIGH(TILE_START)
sta $0013
st0 #$02
ldx #$ff
.filltiles:
cla
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
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sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
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sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
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sta $0012
sta $0013
sta $0012
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sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
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sta $0012
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sta $0012
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sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
sta $0012
sta $0013
dex
lbne .filltiles
stz $000e
rts
; oramask
; ORs \1 with \2, putting the result back in \1
oramask: .macro
lda \1
ora \2
sta \1
.endm
; andmask
; ANDs \1 with \2, putting the result back in \1
andmask: .macro
lda \1
and \2
sta \1
.endm
; computetilecoordinates
; <R1 = x, <R1 + 1 = y
; outputs tile address in <vram_ptr
; outputs tile-relative coordinates in <R1/<R1 + 1
; modifies <R2, <R3
computetilecoordinates:
phx
; y
lda <R1 + 1
lsr a
lsr a
lsr a
asl a ; mul by 2 because we are indexing a word array
tax
lda y_tiles, x
sta <R2
inx
lda y_tiles, x
sta <R2 + 1
; x
lda <R1
lsr a
lsr a
lsr a
asl a ; mul by 2 because we are indexing a word array
tax
lda x_tiles, x
sta <R3
inx
lda x_tiles, x
sta <R3 + 1
addw <R3, <R2
; tile
lda #LOW(TILE_START)
sta LOW_BYTE <vram_ptr
lda #HIGH(TILE_START)
sta HIGH_BYTE <vram_ptr
addw <R2, <vram_ptr
; pixel location inside the tile
lda <R1
and #7 ; == and (8 - 1) == mod 8 (you better believe! :) )
sta <R1
lda <R1 + 1
and #7 ; == and (8 - 1) == mod 8 (you better believe! :) )
sta <R1 + 1
plx
rts
; changepixelcolor
; <R1 = x, <R1 + 1 = y (inside the tile, so 0 <= x, y <= 7)
; <vram_ptr = tile address
; <R0 = color #
; modifies <R2, <R3
; /!\ use computetilecoordinates to generate the tile-relative coordinates
; from absolute screen coordinates if you don't want to go crazy :) /!\
changepixelcolor:
phx
inc $000e
; on récupère un masque en fonction du x (<R1)
; on applique ce masque à chaque plan en fonction de la couleur (<R0)
; x et y doivent être entre 0 et 7
; <R2 = OR mask, <R2 + 1 = AND mask
ldx <R1
lda or_masks, x
sta <R2
lda and_masks, x
sta <R2 + 1
lda <R1 + 1
sta <R3
stz <R3 + 1
addw <R3, <vram_ptr
; setup write pointer
st0 #$00
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
; setup read pointer
st0 #$01
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
st0 #$02
.plane0:
bbr0 <R0, .set0to0
oramask $0012, <R2
bra .plane1
.set0to0:
andmask $0012, <R2 + 1
.plane1:
bbr1 <R0, .set1to0
oramask $0013, <R2
bra .movetoplane2
.set1to0:
andmask $0013, <R2 + 1
.movetoplane2:
; add 8 to move to the corresponding #3 and #4 planes
addw #8, <vram_ptr
; setup write pointer
st0 #$00
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
; setup read pointer
st0 #$01
lda <vram_ptr
sta $0012
lda <vram_ptr + 1
sta $0013
st0 #$02
.plane2:
bbr2 <R0, .set2to0
oramask $0012, <R2
bra .plane3
.set2to0:
andmask $0012, <R2 + 1
.plane3:
bbr3 <R0, .set3to0
oramask $0013, <R2
bra .end
.set3to0:
andmask $0013, <R2 + 1
.end:
; set to 1 : ora w/ mask 00010000
; set to 0 : and w/ mask 11101111
stz $000e
plx
rts
; changecolor
; changes the color of every pixels in a given tile
; <vram_ptr = address of the tile
; <R0 = color #
changecolor:
st0 #$00
lda <vram_ptr
sta $0002
lda <vram_ptr + 1
sta $0003
st0 #$02
ldx #$08
.change01:
bbs0 <R0, .change0to1
stz $0002
bra .change1
.change0to1:
lda #$ff
sta $0002
.change1:
bbs1 <R0, .change1to1
stz $0003
bra .endchange01
.change1to1:
lda #$ff
sta $0003
.endchange01
dex
bne .change01
ldx #$08
.change23:
bbs2 <R0, .change2to1
stz $0002
bra .change3
.change2to1:
lda #$ff
sta $0002
.change3:
bbs3 <R0, .change3to1
stz $0003
bra .endchange23
.change3to1:
lda #$ff
sta $0003
.endchange23:
dex
bne .change23
rts