Author Topic: Text Box System Module - Brass  (Read 5188 times)

0 Members and 2 Guests are viewing this topic.

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: Text Box System Module - Brass
« Reply #15 on: March 12, 2014, 01:18:52 am »
I've got a simple masked sprite routine you can use, though i think it uses SMC.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: Text Box System Module - Brass
« Reply #16 on: March 12, 2014, 01:51:31 pm »
I will gladly take a look at it/if it works use it :D

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: Text Box System Module - Brass
« Reply #17 on: March 15, 2014, 10:33:19 am »
OK, here's the first one, it requires the mask to immediately follow the sprite. This one was for an 8x7 cursor i had, so you might want to change the 7s to 8s if you want to draw an 8x8 sprite. Also, my graph buffer had an extra 16x16 column (14 bytes wide), so you might need to adjust some of the width values. For example, the multiplication at the beginning, the ld de,14 for the aligned loop, and the ld de,13 at the ebd if the notAligned loop.
Code: [Select]
;l = y
;a = x
;ix = sprite
putSpriteMasked:
    ld b,7
    ld h,0
    ld e,l
    ld d,h        ;ld de,hl
    add    hl, hl    ;x2
    add    hl, de    ;x3
    add    hl, hl    ;x6
    add    hl, de    ;x7
    add    hl, hl    ;x14

    ld e,a        ;guardar e en a para sacar el offset x
    srl e
    srl e
    srl e        ;/8
    add    hl,de
    ld de,gbuf
    add    hl,de
    ld (cursorGbufLoc),hl
    push hl
    push bc
    ex af,af'
;copy the bytes beneath the cursor
        ld a,b            ;sprite height
        ld de,cursorGbufSave
         ldi            ;load gbuf into gbuf buffer ()
         ldi            ;guardar dos bytes debajo del cursor
         ld bc,12
         add hl,bc        ;próxima fila del gbuf
         dec a
        jr nz,$-9
    ex af,af'
    pop bc
    pop hl
    and $07        ;x offset
    ld c,a
    or a        ;si x offset=0, significa que el sprite está alineado
    jr nz,maskedNotAlignedLoop
        ld de,14
maskedAlignedLoop:
        ld a,(hl)
        and (ix+7)
        xor (ix)
        ld (hl),a        ;guardar
        inc ix            ;próximo byte
        add hl,de         ;próxima fila del gbuf
        djnz maskedAlignedLoop
        ret
maskedNotAlignedLoop:
    push bc            ;b = número de iteraciones restantes, c = xoffset
        ld b,c
        ld a,(ix+7)    ;máscara
        ld c,$FF    ;dummy byte
        ld d,(ix)
        ld e,0
mNARotate:
        scf
        rra            ;a = mask
        rr c        ;c = overflow
        srl d        ;d = sprite byte
        rr e        ;e = sprite overflow
        djnz mNARotate
;mask = ac
;sprite = de
        and (hl)
        xor d
        ld (hl),a    ;primer byte
        inc    hl
        ld a,c
        and (hl)
        xor e
        ld (hl),a    ;segundo byte del sprite
        ld de,13
        add    hl,de    ;próxima fila
        inc ix
    pop    bc
    djnz maskedNotAlignedLoop
    ret

This is a modified 8xY version of that that supports variable height masks and with simple y clipping (only for the bottom, but adding it for the top is really easy) and x boundary detection, ie it won't draw the sprite if a pixel is offscreen.
Code: [Select]
;e = x
;l = y
;a = sprite height
draw_sprite_mask12:
    ld a,12
draw_sprite_mask:
    ld (aligned_mask),a        ;update masks
    ld (unaligned_mask),a    ;masks should be at the end of the sprite (sprite+sprite_height)

    ld d,a
    ld a,e                ;check x
    cp 89
     ret nc

    ld a,l                ;check y offscreen and simple clipping
    or a
     jp p,+_
         neg
         ld c,a
         ld b,0
         add ix,bc
        neg
        add a,d            ;a negative Y + height will tell us the new height (pixels on screen)
        ld d,a            ;save new height (y+height)
        ld l,0            ;set y coord to 0
_    add a,d
    cp 65
     ret nc

    ld a,d
               
    ld h,0
    ld d,h
    ld c,l
    ld b,h                ;ld bc,hl
    add    hl,hl            ; *2
    add    hl,bc            ; *3
    add    hl,hl            ; *6
    add    hl,hl            ;Y*12
    ld b,a                ;sprite height to b
    ld a,e
    srl e
    srl e
    srl e                ;/8
    add    hl,de
    ld de,gbuf
    add    hl,de            ;gbuf + y offset + x offset
    and $07                ;x offset
    ld c,a
    or a                ;if x offset=0, sprite's aligned
     jr nz,maskedNotAlignedLoop
        ld de,12
maskedAlignedLoop:
        ld a,(hl)        ;gbuf byte
aligned_mask = $+2
        and (ix+12)        ;mix the mask
        xor (ix)        ;fill in with the sprite
        ld (hl),a        ;update
        inc ix            ;next byte
        add hl,de         ;next row
        djnz maskedAlignedLoop
        ret
maskedNotAlignedLoop:
    push bc                ;b = iterations left, c = x offset
        ld b,c
unaligned_mask = $+2
        ld a,(ix+12)    ;mask
        ld c,$FF        ;dummy byte
        ld d,(ix)
        ld e,0
mNARotate:
        scf
        rra                ;a = mask
        rr c            ;c = overflow
        srl d            ;d = sprite byte
        rr e            ;e = sprite overflow
        djnz mNARotate
;mask = ac
;sprite = de
        and (hl)        ;mask1 + gbuf1
        xor d            ;sprite1
        ld (hl),a
        inc    hl
        ld a,c
        and (hl)        ;mask2 + gbuf2
        xor e            ;sprite2
        ld (hl),a
        ld de,11
        add    hl,de        ;next row gbuf
        inc ix            ;next row sprite
    pop    bc
    djnz maskedNotAlignedLoop
    ret
EDIT: The second one is for a normal 12-byte width gbuf.
« Last Edit: March 15, 2014, 10:34:56 am by chickendude »

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: Text Box System Module - Brass
« Reply #18 on: March 15, 2014, 01:01:33 pm »
I shall more then likely use then second one thanks :D clipping is not my problem sooo lol

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: Text Box System Module - Brass
« Reply #19 on: March 16, 2014, 12:44:57 pm »
Well then you can remove the clipping code at the top and save a few bytes :)