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scorch_src/Atari/gr_basics.asm
T
2023-11-15 19:14:18 +01:00

914 lines
19 KiB
NASM

.IF *>0 ;this is a trick that prevents compiling this file alone
; Basic hardware-dependent graphics routines.
; -----------------------------------------
.proc unPlot
; plots a point and saves the plotted byte, reverts the previous plot.
; -----------------------------------------
ldx #0 ; only one pixel
unPlotAfterX
stx WhichUnPlot
; first remake the oldie
lda oldplotL,x
sta oldplot
lda oldplotH,x
sta oldplot+1
ldy oldply,x
lda oldora,x
sta (oldplot),y
; is it not out of the screen ????
cpw ydraw #screenheight
jcc CheckX
mwa #0 ydraw
CheckX
cpw xdraw #screenwidth
jcs EndOfUnPlot
MakeUnPlot
; let's count coordinates taken from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
;---
tay
ldx WhichUnPlot
;tya
sta oldply,x
ldx ydraw
lda linetableL,x
sta xbyte
sta oldplot
lda linetableH,x
sta xbyte+1
sta oldplot+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearUnPlot
;plotting here
lda (xbyte),y
sta OldOraTemp
ora bittable1_long,x
sta (xbyte),y
bne ContinueUnPlot ; allways <>0
ClearUnPlot
lda (xbyte),y
sta OldOraTemp
and bittable2_long,x
sta (xbyte),y
ContinueUnPlot
ldx WhichUnPlot
lda OldOraTemp
sta oldora,x
lda oldplot
sta oldplotL,x
lda oldplot+1
sta oldplotH,x
; and now we must solve the problem of several plots
; in one byte
ldx #4
ldy WhichUnPlot
LetsCheckOverlapping
cpx WhichUnPlot
beq SkipThisPlot
lda oldplotL,x
cmp oldplotL,y
bne NotTheSamePlot
lda oldplotH,x
cmp oldplotH,y
bne NotTheSamePlot
lda oldply,x
cmp oldply,y
bne NotTheSamePlot
; the pixel is in the same byte so let's take correct contents
lda oldora,x
sta oldora,y
NotTheSamePlot
SkipThisPlot
dex
bpl LetsCheckOverlapping
EndOfUnPlot
rts
.endp
; -----------------------------------------
.proc plot ;plot (xdraw, ydraw, color)
; color == 1 --> put pixel
; color == 0 --> erase pixel
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; this is one of the most important routines in the whole
; game. If you are going to speed up the game, start with
; plot - it is used by every single effect starting from explosions
; through line drawing and small text output!!!
;
; Optimized by 0xF (Fox) THXXXX!!!
; -----------------------------------------
; is it not over the screen ???
cpw ydraw #(screenheight+1); changed for one additional line. cpw ydraw #(screenheight-1)
bcs unPlot.EndOfUnPlot ;nearest RTS
CheckX02
cpw xdraw #screenwidth
bcs EndOfPlot
MakePlot
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda color
bne ClearPlot
lda (xbyte),y
ora bittable1_long,x
sta (xbyte),y
EndOfPlot
rts
ClearPlot
lda (xbyte),y
and bittable2_long,x
sta (xbyte),y
rts
.endp
.IF METEORS = 1
; -----------------------------------------
.proc ExPlot ;ExPlot (EplotX, EplotY)
; EOR plot:
; Inverts color of a pixel
; EplotX (word) - X coordinate
; EplotY (byte) - Y coordinate
; Note: No coordinate control!!!
; With off-screen coordinates, it can damage main program.
; only for ingame meteors - for Atari only
; -----------------------------------------
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda EplotX+1
lsr
lda EplotX
ror ;just one bit over 256. Max screenwidth = 512!!!
lsr
lsr
sta EplotByte
;---
ldx EplotY
ldy linetableL,x
lda linetableH,x
sta EplotByte+1
ldx EplotX ; optimization (256 bytes long bittable)
lda (EplotByte),y
eor bittable1_long,x
sta (EplotByte),y
rts
.endp
.ENDIF
; -----------------------------------------
.proc point_plot
; -----------------------------------------
; checks state of the pixel (coordinates in xdraw and ydraw)
; xdraw (word) - X coordinate
; ydraw (word) - Y coordinate
; result is in A (0 - point is set; appropriate bit is set - point is clear) INVERTED!
; let's calculate coordinates from xdraw and ydraw
;xbyte = xbyte/8
lda xdraw+1
lsr
lda xdraw
ror ;just one bit over 256. Max screenwidht = 512!!!
lsr
lsr
sta xbyte
;---
ldx ydraw
ldy linetableL,x
lda linetableH,x
sta xbyte+1
; lda xdraw
; and #$7
; tax
ldx xdraw ; optimization (256 bytes long bittable)
lda (xbyte),y
and bittable1_long,x
rts
.endp
;--------------------------------------------------
.proc drawmountains
;--------------------------------------------------
; draw mountains from mountaintable
; ClearSky - $ff Crear sky during drawmountains, 0 - no clear sky
mwa #0 xdraw
mwa #mountaintable modify ; mountaintable pointer
mva #1 color
drawmountainsloop
jsr DrawMountainLine ; draws column of mountains (one pixel wide)
inw modify
inw xdraw ; naxt column
cpw xdraw #screenwidth
bne drawmountainsloop
rts
DrawMountainLine
.IF FASTER_GRAF_PROCS = 1
; calculate lower point in one screen byte
lda xdraw
and #%00000111 ; only every 8th pixel
bne MinCalculated
ldy #7
@ cmp (modify),y
bcs NotLower
lda (modify),y
NotLower
dey
bpl @-
sta temp2
inc temp2 ; this is our minimum (in one byte wide - 8 columns)
bit ClearSky
bpl NoClearSky
; Clear Sky
mwa #0 ydraw
jsr plot.MakePlot ; after plot we have: (xbyte),y - addres of screen byte
@ lda #$ff
sta (xbyte),y
adw xbyte #screenBytes ; next line
inc ydraw
lda ydraw
cmp #screenheight
beq NoClearSky
cmp temp2 ; our minimum height od sky
bne @-
NoClearSky
MinCalculated
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
jsr plot.MakePlot
; after plot we have: (xbyte),y - addres of screen byte; X - index in bittable (number of bit)
; jmp IntoDraw ; jumps inside Draw routine
; because one pixel is already plotted (and who cares? :) )
@
lda (xbyte),y
and bittable2_long,x
sta (xbyte),y
;IntoDraw
adw xbyte #screenBytes
inc ydraw
lda ydraw
cmp temp2 ; this is our minimum
bne @-
; end of Drawline proc
; and now fill bytes!
lda xdraw
and #%00000111 ; only every 8th pixel
bne NotFillBytes
lda temp2
cmp #screenheight+1 ; only if minimum is not miniminimum :)
beq NotFillBytes
dec ydraw ; protection if temp2=screenheight
@ lda #0
sta (xbyte),y
adw xbyte #screenBytes
inc ydraw
lda ydraw
cmp #screenheight
bne @-
NotFillBytes
.ELSE
bit ClearSky
bpl NoClearSky
; Clear Sky
ldy #0
lda (modify),y
sta ydraw
sty ydraw+1
sty color
clearline
jsr plot.MakePlot
dec ydraw
lda ydraw
cmp #$ff
bne clearline
mva #1 color
NoClearSky
ldy #0
lda (modify),y
cmp #screenheight
beq NoMountain
sta ydraw
sty ydraw+1
; there was Drawline proc
drawline
jsr plot.MakePlot
inc ydraw
lda ydraw
cmp #screenheight
bne drawline
; end of Drawline proc
.ENDIF
NoMountain
rts
.endp
;--------------------------------------------------
.proc CalcAndDrawMountains
;--------------------------------------------------
; Calculate mountaintable from screen data
; for speedup SoilDown, etc.
mva #$ff ClearSky
; Range alignment to full bytes.
lda RangeLeft
and #%11111000
sta RangeLeft
adw RangeRight #7
lda RangeRight
and #%11111000
sta RangeRight
cpw RangeLeft RangeRight
jcs NothingToFall
; convert range to bytes
lda RangeLeft
sta temp
sta xdraw
lda RangeLeft+1
sta xdraw+1
lsr @ ; temp / 8
ror temp
lsr temp ; max range is 511 ! (9 bits)
lsr temp ; temp+1 = 0
; mwa #0 temp+1 ; byte in screen line
adw RangeLeft #mountaintable modify
HorizontalByteLoop
lda #0
ldy #7
@ sta (modify),y
dey
bpl @-
tax
;stx ydraw
ColumnLoop
lda LineTableL,x ; X=ydraw
sta xbyte ; address of first byte in line X
lda LineTableH,x
sta xbyte+1
ldy temp
lda (xbyte),y
sta temp2 ; byte from screen (8 pixels)
ldy #7
ByteLoop
lsr temp2
bcc NoPixel
;clc
; C = 0
lda #0 ; becouse C=1
adc (modify),y
sta (modify),y
NoPixel
dey
bpl ByteLoop ; next bit in byte
inx ; ydraw
;inc ydraw
;ldy ydraw
cpx #screenheight
bne ColumnLoop ; next byte in colum
; redrawing a column (byte) of mountains uses the drawmountains fragment
mva #7 temp+1 ; draw 8 mountain columns
@ jsr drawmountains.DrawMountainLine
mva #sfx_silencer sfx_effect
inw modify
inw xdraw
dec temp+1
bpl @-
inc temp
cpw xdraw RangeRight
bne HorizontalByteLoop ; next column of bytes
NothingToFall
mva #$00 ClearSky
rts
.endp
;--------------------------------------------------
.proc SoilDownTurbo
;--------------------------------------------------
; fast SoilDown proc
jsr ClearTanks
NoClearTanks
jsr CalcAndDrawMountains
jmp DrawTanks
;rts
.endp
;--------------------------------------------------
.proc TypeChar
; puts char on the graphics screen
; in: CharCode
; in: left LOWER corner of the char coordinates (xdraw, ydraw)
;--------------------------------------------------
; check coordinates
cpw xdraw #(screenwidth-7)
bcs CharOffTheScreen
lda ydraw
cmp #7
bcc CharOffTheScreen
cmp #(screenHeight-1)
bcc CharOnTheScreen
CharOffTheScreen
rts
CharOnTheScreen
Fast ; Put char without coordinates check!
; char to the table
lda CharCode
sta fontind
lda #$00
sta fontind+1
; char intex times 8
aslw fontind
rolw fontind
rolw fontind
adw fontind #TankFont
; and 8 bytes to the table
ldy #7
ldx #$ff ; otimization - thanks @Irgendwer
CopyChar
txa ; $ff
sta char2,y
lda (fontind),y
eor #$ff
sta char1,y
dey
bpl CopyChar
; and 8 subsequent bytes as a mask
adw fontind #8
ldy #7
CopyMask
txa ; $ff
eor (fontind),y
sta mask1,y
lda #$00
sta mask2,y
dey
bpl CopyMask
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa xdraw xbyte
lda xbyte
and #$7
sta ybit
lsrw xbyte ; div 8
rorw xbyte
rorw xbyte
;---
ldy xbyte
lda ydraw ; y = y - 7 because left lower. shouldn't it be 8?
sec
sbc #7
tax
lda linetableL,x
sta xbyte
lda linetableH,x
sta xbyte+1
; mask preparation and character shifting
ldx ybit
beq MaskOK00
MakeMask00
.rept 8
lsr mask1+#
ror mask2+#
.endr
sec
.rept 8
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
bne MakeMask00
MaskOK00
; here x=0
lda Erase
beq CharLoopi ; it works, because x=0
lda #$ff
ldx #7
EmptyChar
sta char1,x
sta char2,x
dex
bpl EmptyChar
ldx #0
CharLoopi
lda (xbyte),y
ora mask1,x
and char1,x
sta (xbyte),y
iny
lda (xbyte),y
ora mask2,x
and char2,x
sta (xbyte),y
dey
adw xbyte #screenBytes
inx
cpx #8
bne CharLoopi
.ELSE
mvx #7 temp ; line counter (Y)
CharLoop1
mva #7 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda Erase
bne ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #8
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
clc
lda ydraw
adc #8
sta ydraw
bne EndPutChar
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPutChar
rts
.endp
;--------------------------------------------------
.proc PutChar4x4
; puts 4x4 pixels char on the graphics screen
; in: dx, dy (LOWER left corner of the char)
; in: CharCode4x4 (.sbyte)
; in: plot4x4color (0/255)
; all pixels are being drawn
; (empty and not empty)
;--------------------------------------------------
cpw dy #(screenheight-1)
jcs TypeChar.EndPutChar ;nearest RTS
cpw dy #(4)
jcc TypeChar.EndPutChar ;nearest RTS
cpw dx #(screenwidth-4)
jcs TypeChar.EndPutChar ;nearest RTS
; checks ommited.
; char to the table
Fast ; Put char without coordinates check!
lda CharCode4x4
and #%00000001
beq Upper4bits ; A=0
lda #$ff ; better option to check (nibbler4x4 = $00 or $ff)
Upper4bits
sta nibbler4x4
lda CharCode4x4
and #$3f ;always CAPITAL letters, also ignore inverse
lsr
sta fontind
lda #$00
sta fontind+1
adw fontind #font4x4
; and 4 bytes to the table
ldy #0
ldx #3
CopyChar
lda (fontind),y ; Y must be 0 !!!!
bit nibbler4x4
bpl GetUpper4bits
:4 rol
GetUpper4bits
ora #$0f
sta char1,x
lda #$ff
sta char2,x
; and 4 bytes as a mask
lda #$f0
sta mask1,x
lda #$00
sta mask2,x
adw fontind #32 ; next byte of 4x4 font
dex
bpl CopyChar
.IF FASTER_GRAF_PROCS = 1
; calculating coordinates from xdraw and ydraw
mwa dx xbyte
lda xbyte
and #$7
sta ybit
:3 lsrw xbyte ; div 8
; rorw xbyte
; rorw xbyte
;---
ldy xbyte ; horizontal byte offet stored in Y
lda dy ; y = y - 3 because left lower.
sec
sbc #3
tax
lda linetableL,x
sta xbyte
lda linetableH,x
sta xbyte+1
; mask preparation and character shifting
ldx ybit
beq MaskOK01
MakeMask01
.rept 4
lsr mask1+#
ror mask2+#
.endr
sec
.rept 4
ror char1+# ; in second (and next) lines we have C=1 - one SEC enough
ror char2+#
.endr
dex
bne MakeMask01
MaskOK01
ldx #0
CharLoopi4x4
lda (xbyte),y
ora mask1,x
bit plot4x4color
bpl PutInColor0_1 ; only mask - no char
and char1,x
PutInColor0_1
sta (xbyte),y
iny
lda (xbyte),y
ora mask2,x
bit plot4x4color
bpl PutInColor0_2 ; only mask - no char
and char2,x
PutInColor0_2
sta (xbyte),y
dey
adw xbyte #screenBytes
inx
cpx #4
bne CharLoopi4x4
.ELSE
mwa xdraw char2
mwa ydraw mask2
mva color mask2+2
mwa dx xdraw
mwa dy ydraw
mvx #3 temp ; line counter (Y)
CharLoop1
mva #3 temp+1 ; pixel counter (X)
CharLoop2
mva #0 color
rol mask1,x
bcc NoMaskNoPlot
rol char1,x
bcs NoPlot
MakeCharPlot
lda plot4x4color
beq ErasingChar
inc color
ErasingChar
NoPlot
jsr plot.MakePlot
AfterCharPlot
inw xdraw
ldx temp
dec temp+1
bpl CharLoop2
sec
sbw xdraw #4
dec ydraw
ldx temp
dex
stx temp
bpl CharLoop1
mwa char2 xdraw
mwa mask2 ydraw
mva mask2+2 color
bpl EndPut4x4
NoMaskNoPlot
rol char1,x
jmp AfterCharPlot
.ENDIF
EndPut4x4
rts
.endp
;--------------------------------------------------
.proc ClearScreen
;--------------------------------------------------
ldy #<display
lda #0
sta temp
lda #>display
sta temp+1
Go lda #$ff
loop sta (temp),y
iny
bne @+
inc temp+1
@ cpy #<(display+screenheight*screenBytes+1)
bne loop
ldx temp+1
cpx #>(display+screenheight*screenBytes+1)
bne loop
rts
.endp
;--------------------------------------------------
.proc GenerateLineTable
mwa #display temp
mwa #linetableL temp2
mwa #linetableH modify
ldy #0
@ lda temp
sta (temp2),y
lda temp+1
sta (modify),y
adw temp #40
iny
cpy #screenheight+1
bne @-
; and bittables for fastest plot and point (thanks @jhusak)
ldy #0
lda #$40
@ asl
adc #0
sta bittable1_long,y
tax
eor #%11111111
sta bittable2_long,y
txa
dey
bne @-
rts
.endp
;--------------------------------------------------
.proc SetMainScreen
; mva #0 dmactls
SetDLI DLIinterruptGraph ; jsr SetDLI for graphics (game) screen
mwa #dl dlptrs ; issue #72 (glitches when switches)
lda #%00111110
; and #$fc
; ora #$02 ; 2=normal, 3 = wide screen width
sta dmactls
mva WallsType COLBAKS ; set color of background
jmp WaitOneFrame
; rts
.endp
;--------------------------------------------------
; ******* This is weapon .... but ... *******
; -------------------------------------------------
.proc AtomicWinter
; -------------------------------------------------
; This routine is run from inside of the main loop
; and replaces Shoot and Flight routines
; X and TankNr - index of shooting tank
; -------------------------------------------------
mva #sfx_sandhog sfx_effect
.IF FASTER_GRAF_PROCS = 1
ldy #0 ; byte counter (from 0 to 39)
NextColumn
; big loop - we repat internal loops for each column of bytes
sty magic
ldx #120 ; line counter (from 0 to 60 )
; first loop - inverse column of bytes for a while
ldy magic
NextLine1
jsr InverseScreenByte
dex
dex
bpl NextLine1
;
jsr WaitOneFrame ; wait uses A only
; second loop - inverse again and put random "snow" to column of bytes
ldx #120
ldy magic
mva #$55 magic+1
NextLine2
jsr InverseScreenByte
lda random
ora magic+1
and (temp),y
sta (temp),y
lda magic+1
eor #$ff
sta magic+1
dex
dex
bpl NextLine2
; and go to next column
iny
cpy #40
bne NextColumn
.ELSE
mva #1 color
mwa #120 ydraw
NextLineSlow
lda #0
sta xdraw
sta xdraw+1
NextPixelSlow
bit random
bpl NoPlot
bvc NoPlot
jsr plot.MakePlot
NoPlot
inw xdraw
cpw xdraw #screenwidth
bne NextPixelSlow
dec ydraw
dec ydraw
bpl NextLineSlow
.ENDIF
; and we have "snow" :)
lda #0
ldx TankNr
sta ActiveDefenceWeapon,x ; deactivate Nuclear Winter
jsr SetFullScreenSoilRange
jmp SoilDown.NoClearTanks
; rts
; in order to optimize the fragment repeated in both internal loops
; we save 15 bytes :)
InverseScreenByte
lda LineTableL,x
sta temp
lda LineTableH,x
sta temp+1
lda (temp),y
eor #$ff
sta (temp),y
rts
.endp
.ENDIF