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Omnimaga
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Axe
(Moderator:
Runer112
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Help understanding axe's sprite routine?
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Topic: Help understanding axe's sprite routine? (Read 3383 times)
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c4ooo
LV5
Advanced (Next: 300)
Posts: 252
Rating: +10/-1
The impossible chemical compound.
Help understanding axe's sprite routine?
«
on:
September 18, 2015, 03:56:35 pm »
Hello, as you might know, I am fairly new to asm. I would appreciate if someone could explain how an 8*8 sprite routine works, or axe's sprite routine in particular.
Axe's sprite routine: I would presume that the stack stuff in the middle is just to load the function's params (ie pt-off(x,y,p)) into certain registers.
Spoiler
For
Spoiler
:
p_DrawOff:
push hl
pop ix ;Input ix = Sprite
ld hl,plotSScreen ;Input hl = Buffer
x_DrawOffEntry:
pop af
pop de ;Input e = Sprite Y Position
pop bc ;Input c = Sprite X Position
push af
ld b,7
ld a,63
sub e
jr nc,__DrawOffNoClipTop
ld a,e
add a,b
ret nc
__DrawOffClipTop:
; xor b
; ld e,a
; add ix,de
; ld e,d
; xor b
inc ix
inc e
jr nz,__DrawOffClipTop
__DrawOffNoClipTop:
cp b
jr nc,__DrawOffNoClipBot
ld b,a
__DrawOffNoClipBot:
inc b
ld a,c
add a,7
cp 96+7
ret nc
ld d,0
sla e
sla e
add hl,de
rra
add hl,de
rra
add hl,de
rra
ld e,a
add hl,de
ld a,c
and 7
jr z,__DrawOffAligned
ld e,c
ld c,a
ld a,e
cp -7
jr nc,__DrawOffLoop
inc d
cp 96-7
jr nc,__DrawOffLoop
inc d
__DrawOffLoop:
push bc
ld b,c
ld c,(ix+0)
xor a
ld e,$FF
__DrawOffShift:
srl c
rr e
rra
djnz __DrawOffShift
dec d
jr z,__DrawOffSkipRight
ld b,a
or (hl)
and e
ld (hl),a
ld a,b
__DrawOffSkipRight:
dec hl
inc d
jr z,__DrawOffSkipLeft
and (hl)
or c
ld (hl),a
__DrawOffSkipLeft:
ld bc,13
add hl,bc
inc ix
pop bc
djnz __DrawOffLoop
ret
__DrawOffAligned:
ld e,12
__DrawOffAlignedLoop:
ld a,(ix)
ld (hl),a
inc ix
add hl,de
djnz __DrawOffAlignedLoop
ret
Logged
-German Kuznetsov
The impossible chemical compound.
Runer112
Project Author
LV11
Super Veteran (Next: 3000)
Posts: 2289
Rating: +639/-31
Re: Help understanding axe's sprite routine?
«
Reply #1 on:
September 18, 2015, 04:57:32 pm »
I've commented the routine. Let me know if you have any other questions.
Spoiler
For
Spoiler
:
p_DrawOr:
.db __DrawOrEnd-1-$
;; hl=sprite, (sp)=ret, (sp+2)=y, (sp+4)=x
;; Rearrange inputs.
push hl
pop ix
ld hl,plotSScreen
x_DrawOrEntry:
pop af
pop de
pop bc
push af
;; c=x, e=y, hl=buff, ix=sprite, (sp)=ret
;; Check if the top of the sprite is offscreen.
ld b,7
ld a,63
sub e
jr nc,__DrawOrNoClipTop
;; a=63-y, b=7, c=x, e=y, hl=buff, ix=sprite
;; If the top of the sprite is offscreen, abort if the bottom is also offscreen.
ld a,e
add a,b
ret nc
;; a=y+7, b=7, c=x, e=y, hl=buff, ix=sprite
;; The top of the sprite is offscreen (negative) but the bottom is not
;; (nonnegative), so clip y to 0 and advance the sprite pointer past the
;; clipped off data.
__DrawOrClipTop:
; xor b
; ld e,a
; add ix,de
; ld e,d
; xor b
inc ix
inc e
jr nz,__DrawOrClipTop
;; a=(y<0 ? y+7 : 63-y), b=7, c=x, e=clipped y, hl=buff, ix=sprite start
;; Calculate the clipped height.
__DrawOrNoClipTop:
cp b
jr nc,__DrawOrNoClipBot
ld b,a
__DrawOrNoClipBot:
inc b
;; a=(y<0 ? y+7 : 63-y), b=clipped height, c=x, e=clipped y, hl=buff,
;; ix=sprite start
;; Abort if the sprite is fully offscreen horizontally.
ld a,c
add a,7
cp 96+7
ret nc
;; a=x+7, b=clipped height, c=x, e=clipped y, hl=buff, ix=sprite start
;; Calculate the pointer to which to draw the top-right of the (clipped) sprite:
;; buff+((clipped y)*12)+((x+7)/8).
ld d,0
sla e
sla e
add hl,de
rra
add hl,de
rra
add hl,de
rra
ld e,a
add hl,de
;; a=(x+7)/8, b=clipped height, c=x, de=clipped y*4, hl=draw start,
;; ix=sprite start
;; Use the aligned drawing code if possible.
ld a,c
and 7
jr z,__DrawOrAligned
;; a=x&7, b=clipped height, c=x, de=clipped y*4, hl=draw start, ix=sprite start
;; Calculate masks for whether or not to draw the left and right bytes of the
;; unaligned sprite.
ld e,c
ld c,a
ld a,e
cp -7
sbc a,a
ld d,a
and e
cp 96-7
sbc a,a
ld e,a
;; b=height remaining, c=x&7, d=(x<0 ? $FF : 0), e=(x>88 ? $FF : 0),
;; hl=draw current, ix=sprite current
;; Read a sprite byte and rotate it into the correct alignment.
__DrawOrLoop:
push bc
ld b,c
ld c,(ix)
xor a
__DrawOrShift:
srl c
rra
djnz __DrawOrShift
;; b=0, ca=(sprite byte<<8)>>(x&7), d=(x<0 ? $FF : 0), e=(x>88 ? $FF : 0),
;; hl=draw current, ix=sprite current, (sp)=(height remaining<<8)+(x&7)
;; Draw the rotated sprite byte, clipping horizontally as necessary by writing
;; back unchanged data.
and e
or (hl)
ld (hl),a
dec hl
ld a,c
and d
or (hl)
ld (hl),a
;; b=0, c=sprite byte>>(x&7), d=(x<0 ? $FF : 0), e=(x>88 ? $FF : 0),
;; hl=draw current-1, ix=sprite current, (sp)=(height remaining<<8)+(x&7)
;; Advance the draw and sprite pointers.
ld c,13
add hl,bc
inc ix
;; bc=13, d=(x<0 ? $FF : 0), e=(x>88 ? $FF : 0), hl=draw next,
;; ix=sprite next, (sp)=(height remaining<<8)+(x&7)
;; Decrement the height remaining and continue drawing if it's nonzero.
pop bc
djnz __DrawOrLoop
ret
;; ALIGNED SPRITE DRAWING
;; a=0, b=clipped height, c=x, de=clipped y*4, hl=draw start, ix=sprite start
;; Prepare.
__DrawOrAligned:
ld e,12
;; a=0, b=height remaining, c=x, de=12, hl=draw current, ix=sprite current
;; Read and draw a sprite byte, advance the sprite and draw pointers, and
;; decrement the height remaining and continue drawing if it's nonzero.
__DrawOrAlignedLoop:
ld a,(ix)
or (hl)
ld (hl),a
inc ix
add hl,de
djnz __DrawOrAlignedLoop
ret
__DrawOrEnd:
«
Last Edit: September 18, 2015, 08:35:54 pm by Runer112
»
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Help understanding axe's sprite routine?