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Video.asm
525 lines (460 loc) · 7.02 KB
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Video.asm
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; .include "Images.asm"
.include "Tiles.asm"
; .include "Common.asm"
; Draw 3-column sprite with mask on tiled background
; HL = XY
; C = number of 8-pixel rows in the sprite
PUT_SPRITE:
DCR H ; Y--, prev row
P_S1: DCR L ; X--
CALL PUT_SPRITE9
INR L ; X++
CALL PUT_SPRITE9
INR L ; X++
CALL PUT_SPRITE9
INR H ; Y++, next row
DCR L ; X--
DCR C
JNZ P_S1
RET
; in: HL = XY
; preserves: HL, C
PUT_SPRITE9:
PUSH H ; save XY
MOV A,L ; get X
ANI 00011111b ; 0..31
ORI 0C0h ; screen start H byte
MOV D,A ; set video H byte
MVI A,31 ; max Y
SUB H ; invert Y
RLC ; times 2
RLC
RLC
ADI 7
MOV E,A ; set video L byte
PUSH D ; save screen addr
MOV A,M ; get tile type
CALL getmap ; get tile addr in DE
XCHG ; now HL = tile addr
SHLD V_TEMP_16 ; set tile addr
POP D ; restore screen addr
MVI B,8 ; number of lines
P_S9:
CALL PUT_TRANS ; draw 8x1 sprite pixel octet with mask and tile
DCR E ; next line
DCR B ; decrement the counter
JNZ P_S9
POP H ; restore XY
RET
;in: HL - XY
;out: -
;chg:
;bytes:
;ticks:
PUT_TILE:
; INR H ;NZ level addr starts at $0100
MOV A,M ; get tile number
PUT_TILE2:
CALL getmap
MOV A,L ; get X
ANI 00011111b ; 0..31
ORI 0C0h ; screen start H byte
MOV B,A ; save video H byte
MVI A,31 ; max Y
SUB H ; invert Y
RLC ; times 2
RLC
RLC
ADI 7
MOV L,A ; set video L byte
MOV H,B ; set video H byte
MVI B, 8
P_T1:
LDAX D ; get tile 1st byte
INX D
MOV M,A ; write to video
MVI A, 20h ; plane bit
XRA H ; switch plane
MOV H,A
LDAX D ; get tile 2nd byte
INX D
MOV M,A ; write to video
MVI A, 20h ; plane bit
XRA H ; switch plane back
MOV H,A
DCR L ; next line
DCR B
JNZ P_T1
RET
; Draw 8x1 sprite pixel octet
; in: V_TEMP_16 - tile, V_SPRITE - sprite ofset, DE - video
; out: -
; preserves: BC
PUT_TRANS:
PUSH B
PUSH D ; save video addr
LHLD V_SPRITE
INX H
SHLD V_SPRITE
DCX H
XCHG ; now DE = sprite, HL = video addr
LXI H,Masks_start
draw_empty_workaround:
DAD D ; !MUTABLE COMMAND! MOV C,0
MOV C,M ;mask -> C !MUTABLE COMMAND!
LXI H, Images_start
DAD D
DAD D
MOV A,C ; get mask
;NZ MOV B,A ;mask1 -> B
ANA M ; AND with sprite byte
MOV D,A ; sprite1 -> D
INX H ; next sprite addr
MOV A,C
;NZ MOV C,A ;mask2 -> C
ANA M ; AND with sprite byte
MOV E,A ; sprite2 -> E
visibility:
LXI D,0 ; !MUTABLE COMMAND!
LHLD V_TEMP_16 ; get tile addr
MOV A,C ; get mask
CMA
ANA M ; AND with tile 1st byte
ORA D ; OR with sprite1
MOV B,A ;tile1 & sprite1 -> B
INX H
MOV A,C ; get mask
CMA
ANA M ; AND with tile 2nd byte
ORA E ; OR with sprite2
MOV C,A ;tile & sprite2 -> C
INX H
SHLD V_TEMP_16 ; update tile addr
POP D ; restore video addr
MOV A,B ; get result1
STAX D ;result1 -> video
MVI A, 20h ; plane bit
XRA D ; switch plane
MOV D,A
MOV A,C ; get result2
STAX D ;result2 -> video
MVI A, 20h ; plane bit
XRA D ; switch plane back
MOV D,A
;NZ INX D
POP B
RET
; Get tile addr
; in: A - type
; out: DE - addr, B = type
getmap:
PUSH H
MOV B,A
ANI 11110000b
RRC
RRC
RRC
RRC
MOV H,A
MOV A,B
ANI 00001111b
RLC
RLC
RLC
RLC
MOV L,A
LXI D, tile0
DAD D
XCHG
POP H
ret
;TODO: Rewrite to faster clear screen
CLR:
LXI H, 0C000h ;NZ 4000h
CLR_2: MVI A,0
MVI M,C_BLACK_SCREEN
INX H
MOV A,H
ORA A ;NZ CPI 128
JNZ CLR_2 ;NZ JC CLR_2
ret
;in: HL - xy, C - direct, B - hight
;out: B (0,1)
;chg: A, B
;bytes:
;ticks:
CAN_GO:
MOV A,L
ADD C
MOV L,A
LDA V_CUR_SCR
XRA L
ANI 11100000b
MOV C,B
MVI B,0
CPI 0
RNZ
;LDA V_CUR_SCR
;ORA L
;MOV L,A
MOV A,C
CPI 2
JZ CAN_GO_2
INR H
MOV A,M
CPI V_CAN_GO
RNC
DCR H
CAN_GO_2:
DCR H
MOV A,M
CPI V_CAN_GO
RNC
INR H
MOV A,M
CPI V_CAN_GO
RNC
MVI B,1
RET
FALL:
STA V_YOU_VERT
MOV C,A
LDA V_YOU_Y
MOV H,A
ADD C
STA V_YOU_Y
LDA V_YOU_X
MOV L,A
MOV A,H
SUB C
MOV H,A
SHLD V_TEMP_16
DCR L
CALL PUT_TILE
LHLD V_TEMP_16
CALL PUT_TILE
LHLD V_TEMP_16
INR L
CALL PUT_TILE
LHLD V_YOU_X
INR H
MOV A,M
CPI V_CAN_UP
JNC FALL_PUT_128
INR H
MOV A,M
CPI V_CAN_GO
JNC FALL_PUT_128
RET
FALL_PUT_128:
MVI A,128
STA V_TYPE
RET
DO_DEAD:
MVI A,255
STA V_TYPE
RET
CHECK_FALL:
LHLD V_YOU_X
INR H
MOV A,M
CPI V_CAN_UP
JNC C_F2
INR H
MOV A,M
CPI V_CAN_GO
RNC
LDA V_TYPE
ANI 01111111b
CPI 2
RZ
MVI A,2
STA V_TYPE
RET
C_F2:
INR H
MOV A,M
CPI V_CAN_DEAD
JNC DO_DEAD
DCR L
MOV A,M
CPI V_CAN_GO
RNC
;CPI V_CAN_UP
;RC
INR L
MOV A,M
CPI V_CAN_GO
RNC
CPI V_CAN_UP
RC
INR L
MOV A,M
CPI V_CAN_GO
RNC
;CPI V_CAN_UP
;RC
MVI A,1
JMP FALL
; DE - text pointer, B - background, HL - video
PRINT_TEXT:
LDAX D
CPI 0
RZ
PUSH D
SUI 46 ; '.'
CALL PRINT_LETTER
POP D
INX D
JMP PRINT_TEXT
;PRINT_8:
;MOV D,A
;ANI 11110000b
;RAR
;RAR
;RAR
;RAR
;ADI 2
;PUSH D
;CALL PRINT_LETTER
;POP D
;MOV A,D
;ADI 2
;ANI 00001111b
;CALL PRINT_LETTER
;RET
;A - letter B - background HL - video
PRINT_LETTER:
LXI D,letters
RAL
RAL
RAL
MOV C,A
MVI A,0
ADC D
MOV D,A
MOV A,C
ADD E
MOV E,A
MVI A,0
ADC D
MOV D,A
MVI C,8
p_l1:
LDAX D
INX D
;NZ ANI 00001111b
RLC ;NZ RAL TODO: Prepare the rotated font data
RLC ;NZ RAL
RLC ;NZ RAL
RLC ;NZ RAL
;NZ XRA B TODO: xoring with the background
MOV M,A ; write to video
; PUSH PSW
; MVI A, 20h ; plane bit
; XRA H ; switch plane
; MOV H,A
; POP PSW
; MOV M,A ; write to video
; MVI A, 20h ; plane bit
; XRA H ; switch plane back
; MOV H,A
DCR L ; next line
DCR C
JNZ p_l1
MVI A,8 ;NZ
ADD L ;NZ
MOV L,A ;NZ
INR H ; next position
RET
letters:
.db 0,0,0,0
.db 0,0,129,129
.db 129,129,0,0
.db 0,0,0,0
.db 199,236,237,111
.db 110,108,199,0
.db 129,131,129,129
.db 129,129,231,0
.db 199,108,96,199
.db 12,12,239,0
.db 207,96,96,195
.db 96,96,207,0
.db 192,204,204,204
.db 239,192,192,0
.db 239,12,207,96
.db 96,108,199,0
.db 199,12,12,207
.db 108,108,199,0
.db 239,96,96,192
.db 129,3,3,0
.db 199,108,108,199
.db 108,108,199,0
.db 199,108,108,231
.db 96,96,199,0
.db 129,129,129,129
.db 0,0,129,129
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 0,0,0,0
.db 131,198,108,108
.db 239,108,108,0
.db 207,108,108,207
.db 108,108,207,0
.db 199,108,12,12
.db 12,108,199,0
.db 143,204,108,108
.db 108,204,143,0
.db 239,12,12,143
.db 12,12,239,0
.db 239,12,12,143
.db 12,12,12,0
.db 199,108,12,12
.db 236,108,199,0
.db 108,108,108,239
.db 108,108,108,0
.db 231,129,129,129
.db 129,129,231,0
.db 96,96,96,96
.db 96,108,199,0
.db 108,204,141,15
.db 141,204,108,0
.db 12,12,12,12
.db 12,12,239,0
.db 108,238,239,239
.db 109,108,108,0
.db 108,110,111,237
.db 236,108,108,0
.db 199,108,108,108
.db 108,108,199,0
.db 207,108,108,207
.db 12,12,12,0
.db 199,108,108,108
.db 109,237,199,96
.db 207,108,108,207
.db 141,204,108,0
.db 199,108,12,199
.db 96,108,199,0
.db 231,129,129,129
.db 129,129,129,0
.db 108,108,108,108
.db 108,108,239,0
.db 108,108,108,108
.db 108,199,131,0
.db 108,108,108,108
.db 109,239,198,0
.db 108,108,198,131
.db 198,108,108,0
.db 108,108,108,199
.db 129,3,14,0
.db 239,96,192,129
.db 3,6,239,0