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414 lines (322 loc) · 12.4 KB
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libSprite.asm
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414 lines (322 loc) · 12.4 KB
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;===============================================================================
; Constants
SpriteAnimsMax = 8
;===============================================================================
; Variables
spriteAnimsActive dcb SpriteAnimsMax, 0
spriteAnimsStartFrame dcb SpriteAnimsMax, 0
spriteAnimsFrame dcb SpriteAnimsMax, 0
spriteAnimsEndFrame dcb SpriteAnimsMax, 0
spriteAnimsStopFrame dcb SpriteAnimsMax, 0
spriteAnimsSpeed dcb SpriteAnimsMax, 0
spriteAnimsDelay dcb SpriteAnimsMax, 0
spriteAnimsLoop dcb SpriteAnimsMax, 0
spriteAnimsCurrent byte 0
spriteAnimsFrameCurrent byte 0
spriteAnimsEndFrameCurrent byte 0
spriteNumberMask byte %00000001, %00000010, %00000100, %00001000, %00010000, %00100000, %01000000, %10000000
spriteBackgroundCollision dcb SpriteAnimsMax, 0
spriteCollisionRegister byte 0
;===============================================================================
; Macros/Subroutines
defm LIBSPRITE_DIDCOLLIDEWITHSPRITE_A ; /1 = Sprite Number (Address)
ldy /1
lda SpriteNumberMask,y
and SPSPCL
endm
;===============================================================================
defm LIBSPRITE_ENABLE_AV ; /1 = Sprite Number (Address)
; /2 = Enable/Disable (Value)
ldy /1
lda spriteNumberMask,y
ldy #/2
beq @disable
@enable
ora SPENA ; merge with the current SpriteEnable register
sta SPENA ; set the new value into the SpriteEnable register
jmp @done
@disable
eor #$FF ; get mask compliment
and SPENA
sta SPENA
@done
endm
;==============================================================================
defm LIBSPRITE_ISANIMPLAYING_A ; /1 = Sprite Number (Address)
ldy /1
lda spriteAnimsActive,y
endm
;===============================================================================
defm LIBSPRITE_MULTICOLORENABLE_AA ; /1 = Sprite Number (Address)
; /2 = Enable/Disable (Address)
ldy /1
lda spriteNumberMask,y
ldy /2
beq @disable
@enable
ora SPMC
sta SPMC
jmp @done
@disable
eor #$FF ; get mask compliment
and SPMC
sta SPMC
@done
endm
;===============================================================================
defm LIBSPRITE_MULTICOLORENABLE_AV ; /1 = Sprite Number (Address)
; /2 = Enable/Disable (Value)
ldy /1
lda spriteNumberMask,y
ldy #/2
beq @disable
@enable
ora SPMC
sta SPMC
jmp @done
@disable
eor #$FF ; get mask compliment
and SPMC
sta SPMC
@done
endm
;==============================================================================
defm LIBSPRITE_PLAYANIM_AVVVV ; /1 = Sprite Number (Address)
; /2 = StartFrame (Value)
; /3 = EndFrame (Value)
; /4 = Speed (Value)
; /5 = Loop True/False (Value)
ldy /1
lda #True
sta spriteAnimsActive,y
lda #/2
sta spriteAnimsStartFrame,y
sta spriteAnimsFrame,y
lda #/3
sta spriteAnimsEndFrame,y
lda #/4
sta spriteAnimsSpeed,y
sta spriteAnimsDelay,y
lda #/5
sta spriteAnimsLoop,y
endm
;===============================================================================
defm LIBSPRITE_SETCOLOR_AV ; /1 = Sprite Number (Address)
; /2 = Color (Value)
ldy /1
lda #/2
sta SP0COL,y
endm
;===============================================================================
defm LIBSPRITE_SETCOLOR_AA ; /1 = Sprite Number (Address)
; /2 = Color (Address)
ldy /1
lda /2
sta SP0COL,y
endm
;==============================================================================
defm LIBSPRITE_SETFRAME_AAV ; /1 = Sprite Number (Address)
; /2 = Anim Index (Address)
; /3 = Sprite source (Value)
ldy /1
clc ; Clear carry before add
lda /2 ; Get first number
adc #/3 ; Add
sta SPRITEONE0,y
sta SPRITETWO0,y
endm
;==============================================================================
defm LIBSPRITE_INCFRAME_A ; /1 = Sprite Number (Address)
ldy /1
clc
lda SPRITEONE0,y
adc #1
sta SPRITEONE0,y
sta SPRITETWO0,y
endm
;===============================================================================
defm LIBSPRITE_SETFRAME_AVV ; /1 = Sprite Number (Address)
; /2 = Anim Index (Value)
; /3 = Sprite source (Value)
ldy /1
clc ; Clear carry before add
lda #/2 ; Get first number
adc #/3 ; Add
sta SPRITEONE0,y
sta SPRITETWO0,y
endm
;===============================================================================
defm LIBSPRITE_SETMULTICOLORS_VV ; /1 = Color 1 (Value)
; /2 = Color 2 (Value)
lda #/1
sta SPMC0
lda #/2
sta SPMC1
endm
;===============================================================================
defm LIBSPRITE_SETPOSITION_AAAA ; /1 = Sprite Number (Address)
; /2 = XPos High Byte (Address)
; /3 = XPos Low Byte (Address)
; /4 = YPos (Address)
lda /1 ; get sprite number
asl ; *2 as registers laid out 2 apart
tay ; copy accumulator to y register
lda /3 ; get XPos Low Byte
sta SP0X,y ; set the XPos sprite register
lda /4 ; get YPos
sta SP0Y,y ; set the YPos sprite register
ldy /1
lda spriteNumberMask,y ; get sprite mask
eor #$FF ; get compliment
and MSIGX ; clear the bit
sta MSIGX ; and store
ldy /2 ; get XPos High Byte
beq @end ; skip if XPos High Byte is zero
ldy /1
lda spriteNumberMask,y ; get sprite mask
ora MSIGX ; set the bit
sta MSIGX ; and store
@end
endm
;===============================================================================
defm LIBSPRITE_SETPOSITION_AAA ; /1 = Sprite Number (Address)
; /2 = XPos Low Byte (Address)
; /3 = YPos (Address)
lda /1 ; get sprite number
asl ; *2 as registers laid out 2 apart
tay ; copy accumulator to y register
lda /2 ; get XPos Low Byte
sta SP0X,y ; set the XPos sprite register
lda /3 ; get YPos
sta SP0Y,y ; set the YPos sprite register
ldy /1
lda spriteNumberMask,y ; get sprite mask
eor #$FF ; get compliment
and MSIGX ; clear the bit
sta MSIGX ; and store
@end
endm
;===============================================================================
defm LIBSPRITE_SETPOSITION_VAAA ; /1 = Sprite Number (Value)
; /2 = XPos High Byte (Address)
; /3 = XPos Low Byte (Address)
; /4 = YPos (Address)
ldy #/1*2 ; *2 as registers laid out 2 apart
lda /3 ; get XPos Low Byte
sta SP0X,y ; set the XPos sprite register
lda /4 ; get YPos
sta SP0Y,y ; set the YPos sprite register
lda #1<<#/1 ; shift 1 into sprite bit position
eor #$FF ; get compliment
and MSIGX ; clear the bit
sta MSIGX ; and store
ldy /2 ; get XPos High Byte
beq @end ; skip if XPos High Byte is zero
lda #1<<#/1 ; shift 1 into sprite bit position
ora MSIGX ; set the bit
sta MSIGX ; and store
@end
endm
;===============================================================================
defm LIBSPRITE_SETPRIORITY_AV ; /1 = Sprite Number (Address)
; /2 = True = Back, False = Front (Value)
ldy /1
lda spriteNumberMask,y
ldy #/2
beq @disable
@enable
ora SPBGPR ; merge with the current SPBGPR register
sta SPBGPR ; set the new value into the SPBGPR register
jmp @done
@disable
eor #$FF ; get mask compliment
and SPBGPR
sta SPBGPR
@done
endm
;===============================================================================
defm LIBSPRITE_SETSIZEX_AV ; /1 = Sprite Number (Address)
; /2 = True = Double, False = Normal (Value)
ldy /1
lda spriteNumberMask,y
ldy #/2
beq @normal
@double
ora SPSZX
sta SPSZX
jmp @done
@normal
eor #$FF
and SPSZX
sta SPSZX
@done
endm
defm LIBSPRITE_SETSIZEY_AV ; /1 = Sprite Number (Address)
; /2 = True = Double, False = Normal (Value)
ldy /1
lda spriteNumberMask,y
ldy #/2
beq @normal
@double
ora SPSZY
sta SPSZY
jmp @done
@normal
eor #$FF
and SPSZY
sta SPSZY
@done
endm
;==============================================================================
defm LIBSPRITE_STOPANIM_A ; /1 = Sprite Number (Address)
ldy /1
lda #0
sta spriteAnimsActive,y
endm
;==============================================================================
libSpritesUpdate
ldx #0
lSoULoop
; skip this sprite anim if not active
lda spriteAnimsActive,X
bne lSoUActive
jmp lSoUSkip
lSoUActive
stx spriteAnimsCurrent
lda spriteAnimsFrame,X
sta spriteAnimsFrameCurrent
lda spriteAnimsEndFrame,X
sta spriteAnimsEndFrameCurrent
dec spriteAnimsDelay,X
bne lSoUSkip
; reset the delay
lda spriteAnimsSpeed,X
sta spriteAnimsDelay,X
; change the frame
LIBSPRITE_INCFRAME_A spriteAnimsCurrent
inc spriteAnimsFrame,X
; check if reached the end frame
lda spriteAnimsEndFrameCurrent
cmp spriteAnimsFrame,X
bcs lSoUSkip
; check if looping
lda spriteAnimsLoop,X
beq lSoUDestroy
; reset the frame
lda spriteAnimsStartFrame,X
sta spriteAnimsFrame,X
jmp lSoUSkip
lSoUDestroy
; turn off
lda #False
sta spriteAnimsActive,X
LIBSPRITE_ENABLE_AV spriteAnimsCurrent, False
lSoUSkip
; loop for each sprite anim
inx
cpx #SpriteAnimsMax
;bne lSUloop
beq lSoUFinished
jmp lSoUloop
lSoUFinished
rts