changed play area size

This commit is contained in:
alpine9000
2016-04-17 09:43:54 +10:00
parent bd2ad017b4
commit 0b5ad11f47
2 changed files with 48 additions and 72 deletions
+29 -41
View File
@@ -1,46 +1,34 @@
FOREGROUND_DELAY_BIT equ 0
FOREGROUND_DELAY_BIT equ 0
FOREGROUND_SCROLL_SHIFT_CONVERT equ 4
FOREGROUND_SCROLL_TILE_INDEX_CONVERT equ 3
FOREGROUND_SCROLL_PIXELS equ 16
FOREGROUND_SCROLL_SHIFT_CONVERT equ 4
FOREGROUND_SCROLL_TILE_INDEX_CONVERT equ 3
FOREGROUND_SCROLL_PIXELS equ 16
BACKGROUND_SCROLL_SHIFT_CONVERT equ 4
BACKGROUND_SCROLL_TILE_INDEX_CONVERT equ 3
BACKGROUND_SCROLL_PIXELS equ 16
BACKGROUND_SCROLL_SHIFT_CONVERT equ 4
BACKGROUND_SCROLL_TILE_INDEX_CONVERT equ 3
BACKGROUND_SCROLL_PIXELS equ 16
FOREGROUND_PLAYAREA_WIDTH_WORDS equ 24
FOREGROUND_PLAYAREA_RIGHT_MARGIN_BYTES equ 12
FOREGROUND_PLAYAREA_HEIGHT_WORDS equ 8
SCREEN_WIDTH equ 320
SCREEN_HEIGHT equ 256
SCREEN_WIDTH_BYTES equ (SCREEN_WIDTH/8)
SCREEN_WIDTH_WORDS equ SCREEN_WIDTH_BYTES/2
BITPLANE_WIDTH equ 352
BITPLANE_WIDTH_BYTES equ BITPLANE_WIDTH/8
BITPLANE_WIDTH_WORDS equ BITPLANE_WIDTH_BYTES/2
TILEMAP_WIDTH equ 320
TILEMAP_WIDTH_BYTES equ TILEMAP_WIDTH/8
TILEMAP_WIDTH_WORDS equ TILEMAP_WIDTH_BYTES/2
SCREEN_WIDTH equ 320
SCREEN_HEIGHT equ 256
SCREEN_WIDTH_BYTES equ (SCREEN_WIDTH/8)
SCREEN_WIDTH_WORDS equ SCREEN_WIDTH_BYTES/2
BITPLANE_WIDTH equ 352
BITPLANE_WIDTH_BYTES equ BITPLANE_WIDTH/8
BITPLANE_WIDTH_WORDS equ BITPLANE_WIDTH_BYTES/2
TILEMAP_WIDTH equ 320
TILEMAP_WIDTH_BYTES equ TILEMAP_WIDTH/8
TILEMAP_WIDTH_WORDS equ TILEMAP_WIDTH_BYTES/2
if NUM_COLORS==64
SCREEN_BIT_DEPTH equ 6
endif
if NUM_COLORS==32
SCREEN_BIT_DEPTH equ 5
endif
if NUM_COLORS==16
SCREEN_BIT_DEPTH equ 4
endif
if NUM_COLORS==8
SCREEN_BIT_DEPTH equ 3
endif
if NUM_COLORS==4
SCREEN_BIT_DEPTH equ 2
endif
if NUM_COLORS==2
SCREEN_BIT_DEPTH equ 1
endif
SCREEN_RES equ 8 ; 8=lo resolution, 4=hi resolution
RASTER_X_START equ $81 ; hard coded coordinates from hardware manual
RASTER_Y_START equ $2c
RASTER_X_STOP equ RASTER_X_START+SCREEN_WIDTH
RASTER_Y_STOP equ RASTER_Y_START+256
IMAGESIZE equ BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*SCREEN_HEIGHT
SCREEN_BIT_DEPTH equ 3
SCREEN_RES equ 8 ; 8=lo resolution, 4=hi resolution
RASTER_X_START equ $81 ; hard coded coordinates from hardware manual
RASTER_Y_START equ $2c
RASTER_X_STOP equ RASTER_X_START+SCREEN_WIDTH
RASTER_Y_STOP equ RASTER_Y_START+256
IMAGESIZE equ BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*SCREEN_HEIGHT
+19 -31
View File
@@ -50,7 +50,7 @@ Reset:
MainLoop:
add.l #1,frameCount
move.l frameCount,d6
cmp.l #32,frameCount
cmp.l #FOREGROUND_PLAYAREA_WIDTH_WORDS,frameCount
bge GameLoop
bra SetupBoardLoop
@@ -76,6 +76,8 @@ GameLoop:
bsr Update
bsr RenderNextForegroundFrame
bsr RenderNextBackgroundFrame
move.w #$f00,COLOR00(a6)
bra MainLoop
SetupBoardLoop:
@@ -205,18 +207,17 @@ RenderNextForegroundFrame:
lsr.l #1,d0
and.b #$f0,d0
add.l d0,a2
move.l #7,d3 ; 8 tiles per column
move.l #FOREGROUND_PLAYAREA_HEIGHT_WORDS-1,d3 ; 8 tiles per column
.loop:
move.l d3,d2
bsr RenderForegroundTile2
bsr ClearForegroundTile2
bsr RenderForegroundTile
bsr ClearForegroundTile
add.l #2,a2
dbra d3,.loop
rts
RenderForegroundTile:
RenderForegroundTile_NoAnim:
;; a2 - address of tileIndex
move.l foregroundScrollX,d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
@@ -229,7 +230,7 @@ RenderForegroundTile:
jsr BlitTile
rts
RenderForegroundTile2:
RenderForegroundTile:
;; a2 - address of tileIndex
move.l foregroundScrollX,d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
@@ -238,7 +239,7 @@ RenderForegroundTile2:
add.l d0,a0
lea tilemap,a1
add.w (a2),a1 ; source tile
add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(256-(16*4))/4)+BITPLANE_WIDTH_BYTES-8,a0
add.l #(BITPLANE_WIDTH_BYTES*SCREEN_BIT_DEPTH*(256-(16*8)+32)/4)+BITPLANE_WIDTH_BYTES-FOREGROUND_PLAYAREA_RIGHT_MARGIN_BYTES,a0
lea animIndex,a4
move.l d2,d1
lsl.l #2,d1
@@ -257,17 +258,19 @@ RenderForegroundTile2:
rts
ClearForegroundTile2:
ClearForegroundTile:
lea tilemap,a1
add.w #11520,a1 ; source tile
lea tilemap,a1
add.w (a2,-32),a1 ; source tile
move.l a2,a4
sub.l #FOREGROUND_PLAYAREA_WIDTH_WORDS*8,a4
sub.l d0,d0
move.w (a4),d0
add.l d0,a1
;; add.w (a2,-FOREGROUND_PLAYAREA_WIDTH_WORDS),a1 ; source tile
lea map,a3
add.l #32*8,a3
cmp.l a3,a2
add.l #FOREGROUND_PLAYAREA_WIDTH_WORDS*FOREGROUND_PLAYAREA_HEIGHT_WORDS,a3
cmp.l a3,a2 ; don't clear until the full play area has scrolled in
blt .s3
sub.l #32,a0
sub.l #FOREGROUND_PLAYAREA_WIDTH_WORDS,a0
lea deAnimIndex,a4
move.l d2,d1
lsl.l #2,d1
@@ -287,21 +290,6 @@ ClearForegroundTile2:
rts
ClearForegroundTile:
lea tilemap,a1
add.w #11520,a1 ; source tile
move.l foregroundScrollX,d2
lsr.b #FOREGROUND_SCROLL_SHIFT_CONVERT,d2 ; convert to pixels
lsr.b #1,d2
andi.w #$f,d2 ; find the shift component
cmp.b #8,d2
bge .skip
sub.l #32,a0
jsr BlitTile
.skip:
rts
RenderBackgroundTile:
;; a2 - map
move.l backgroundScrollX,d0