Difference between revisions of "Z80 Routines:Graphic:largesprite"

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(Adding a clipping large sprite routine.)
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[[Category:Z80 Routines:Graphic|largesprite]][[Category:Z80 Routines|largesprite]]
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#REDIRECT [[Z80_Routines:Graphic:putLargeSprite]]
The '''Largesprite''' routine is used to copy the contents of a variable sized sprite to the Graph Buffer.
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== Code ==
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Here is Joe Wingbermuehle's version, which is the one used in ION. Gbuf must be defined before its use.
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<nowiki>
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;=======================
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;LargeSprite
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;by Joe Wingbermuehle
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;=======================
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;Does:  Copy a sprite to the gbuf
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;Input:  ix=sprite address, a='x', l='y', b='height' (in pixels), c='width' (in bytes, e.g. 2 would be 16)
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;Output: The sprite is copied to the gbuf
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;-----------------------
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largeSprite:
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  di                                ;turn interrupts off (we want to use shadow registers)
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  ex  af,af'
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                                      ;exchange af with af'    \
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  ld  a,c                          ;ld c in a (a = 'width')  | for not destroying a ('x')
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  push  af                          ;push a                  |
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      ex  af,af'
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                                      ;exchange back            | and 'width' is now in a' (saved)
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      ld  e,l                        ;e = 'y'
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      ld  h,$00                      ;h =  0
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      ld  d,h                        ;d =  0
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      add  hl,de                    ;'y' *2  \
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      add  hl,de                    ;    *3  | calculate 'y' *12 because 'y' is 'in rows'
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      add  hl,hl                    ;    *6  |  (screen is 12 bytes in length)
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      add  hl,hl                    ;    *12 /
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      ld  e,a                        ;e = 'x'
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      and  $07                      ;and %00000111
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      ld  c,a                        ;last 3 bits in c (amount of bits to shift all bytes)
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      srl  e                        ;e/2  | shifting e ('x') 3 bits to the right
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      srl  e                        ; /4  |  %11111111 becomes %00011111 for example
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      srl  e                        ; /8  /
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      add  hl,de                    ;hl = 'y'; de = 'x' (rounded) | add them
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      ld  de, gbuf                  ;de = the adress of graph buffer
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      add  hl,de                    ;add hl to the adress of the gbuf
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largeSpriteLoop1:
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      push  hl                      ;save adress
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largeSpriteLoop2:
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        ld  d,(ix)                  ;first sprite data in d
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        ld  e,$00                  ;e = 0
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        ld  a,c                    ;a = c (to not destroy c)
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        or  a                      ;is a = 0? (same as cp 0)
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        jr  z,largeSpriteSkip1      ;if theres nothing to shift (a = 0) loop it
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largeSpriteLoop3:
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        srl  d                      ;shift one bit to the right; put the destroyed bit in the carry flag
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        rr  e                      ;put the carry flag in e (%00000000 becomes %10000000 if carry flag = 1)
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        dec  a                      ;decrease counter (with was 'the amount of bits to shift')
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        jr  nz,largeSpriteLoop3    ;if the counter is not 0 loop back
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largeSpriteSkip1:
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        ld  a,(hl)                  ;graphbyte in a
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        xor  d                      ;xor first byte of sprite (that can be changed to 'or d' if you want a OR-routine)
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        ld  (hl),a                  ;back to buffer
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        inc  hl                    ;increase pointer
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        ld  a,(hl)                  ;graphbyte in a
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        xor  e                      ;xor with shifted sprite byte (change to 'or e' for OR-routine)
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        ld  (hl),a                  ;back to buffer
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        inc  ix                    ;increase sprite adress
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        ex  af,af'
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                                      ;exchange af with af' ( a is now the 'width' from the first line)
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        dec  a                      ;decrease 'width'
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        push  af                    ;push the 'width'
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            ex  af,af'
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                                      ;exchange back
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        pop  af                    ;pop the 'width'
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        jr  nz,largeSpriteLoop2    ;if a is not 0 (if a = 0 then we would be done) loop it
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      pop  hl                        ;pop gbuf adress (search the last push hl!)
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  pop  af                          ;pop  | to restore the real 'width'
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  push  af                          ;push /
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      ex  af,af'
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                                      ;af' must be the original 'width' when loop 'largeSpriteLoop1'
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      ld  de,$0C                    ;ld de,12
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      add  hl,de                    ;next line
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      djnz  largeSpriteLoop1        ;if not b = 0 loop (b = height of sprite)
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  pop  af                          ;pop because we dont want a stack problem :)
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  ret                                ;return</nowiki>
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== Example ==
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<nowiki>
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  ;...
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  ld  l,8  ;y
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  ld  a,16  ;x
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  ld  b,8  ;height
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  ld  c,2  ;width in bytes
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  ld  ix,sprite
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  call largesprite
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  call fastcopy
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  ;...
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sprite:
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  .db %11111111,%11111111
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  .db %10000000,%00000001
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  .db %10000000,%00000001
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  .db %10000000,%00000001
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  .db %10000000,%00000001
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  .db %10000000,%00000001
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  .db %10000000,%00000001
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  .db %11111111,%11111111</nowiki>
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== Version without shadow registers ==
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by Tijl Coosemans, made for Venus. Compatible with ION's routine. screenBuf must be defined.
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<nowiki>
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iLargeSprite
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ld h,0
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ld d,h
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ld e,l
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add hl,de
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add hl,de
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add hl,hl
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add hl,hl
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ld e,a
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srl e
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srl e
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srl e
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add hl,de
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ld de,screenBuf
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add hl,de
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and 7
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ld e,a
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iLargeSpriteLoop1
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push bc
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push hl
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ld b,c
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iLargeSpriteLoop2
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ld c,(ix)
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ld d,0
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inc ix
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ld a,e
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or a
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jr z,iLargeSprite1
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iLargeSpriteLoop3
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srl c
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rr d
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dec a
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jr nz,iLargeSpriteLoop3
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iLargeSprite1
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ld a,c
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xor (hl)
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ld (hl),a
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inc hl
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ld a,d
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xor (hl)
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ld (hl),a
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djnz iLargeSpriteLoop2
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pop hl
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ld c,12
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add hl,bc
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pop bc
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djnz iLargeSpriteLoop1
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ret
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</nowiki>
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== Version with Clipping ==
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This is a version that supports clipping the large sprite.  It's considerable larger and requires Self modifying code.  The SMC can be removed without to much difficulty. It has different inputs than ION's.
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<nowiki>;--------------------------------
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;Clip Big Sprite
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;by James Montelongo
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;MAX SIZE: 64x64
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;ix - Sprite
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;b  - height
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;c  - width in bytes
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;d  - x
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;e  - y
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ClipBigSprite:
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; Early out, Check if its even remotely on screen
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ld a,e
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cp 64
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ret p
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add a,b
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ret m
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ret z
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ld a,d
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cp 96
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ret p
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ld a,c
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add a,a
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add a,a
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add a,a
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add a,d
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ret m
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ret z
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ld a,e
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or a
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jp p,Check_clip_bottom
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neg
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push de
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ld hl,0
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ld d,l
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ld e,a
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bit 2,c
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jr z,$+2+1
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add hl,de
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add hl,hl
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bit 1,c
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jr z,$+2+1
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add hl,de
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add hl,hl
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bit 0,c
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jr z,$+2+1
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add hl,de
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pop de
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ex de,hl
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add ix,de ;Here you can save the top offset
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ex de,hl
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ld e,0
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neg
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add a,b
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ld b,a
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Check_clip_bottom:
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ld a,e
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add a,b
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sub 64
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jp m,Check_clip_Left
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neg
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add a,b
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ld b,a
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Check_clip_Left:
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; at this point you may want to save b
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xor a
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ld (bigskip),a
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ld a,Clipleftsize
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ld (Do_Clipleft),a
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ld a,d
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or a
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jp p,Check_clip_right
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neg
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and $F8
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rra
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rra
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rra
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ex de,hl ;save the clipped left offset
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ld e,a
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ld d,0
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add ix,de
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ld (bigskip),a
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ex de,hl
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inc a
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neg
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add a,c
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ld c,a
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xor a
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ld (Do_Clipleft),a
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ld a,d
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and $07
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ld d,a
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Check_clip_right:
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ld a,Cliprightsize
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ld (Do_Clipright),a
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ld a,c
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add a,a
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add a,a
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add a,a
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add a,d
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sub 96
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jp m,Check_clip_middle
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and $F8
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rra
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rra
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rra
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ld l,a
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ld a,(bigskip)
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add a,l
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inc a
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ld (bigskip),a
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neg
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add a,c
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ld c,a
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xor a
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ld (Do_Clipright),a
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Check_clip_middle:
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; This is where C should be saved.
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xor a
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ld (Do_ClipMiddle),a
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ld a,c
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or a
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jp nz,dontskipmiddle
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ld a,ClipMiddlesize
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ld (Do_ClipMiddle),a
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dontskipmiddle:
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ld l,e
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ld a,d
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ld h,0
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ld d,h
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add hl,hl
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add hl,de
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add hl,hl
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add hl,hl
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ld e,a
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and $07
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xor 7
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ld (BigRot1),a
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ld (BigRot2),a
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ld (BigRot3),a
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add a,a
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ld (clipbigrot1),a
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ld a,$ff
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clipbigrot1 = $+1
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jr $
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srl a
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srl a
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srl a
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srl a
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srl a
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srl a
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srl a
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srl e
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srl e
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srl e
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add hl,de
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ld de,gbuf
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add hl,de
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; This is where gbuf offset should be saved.
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ld d,a
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cpl
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ld e,a
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;masks should be saved to
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BigSpriteRow:
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push bc
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push hl
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ld b,c
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Do_Clipleft = $+1
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jr Clipleft
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ld a,(ix)
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inc ix
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BigRot1 = $+1
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jr $
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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BigMask0:
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and e
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or (hl)
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ld (hl),a
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Clipleft:
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Clipleftsize = Clipleft-(Do_Clipleft+1)
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Do_ClipMiddle = $+1
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jr $+2
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BigSpriteloop:
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ld a,(ix)
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inc ix
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BigRot2 = $+1
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jr $
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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ld c,a
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BigMask1:
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and d
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or (hl)
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ld (hl),a
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inc hl
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ld a,c
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BigMask2:
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and e
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or (hl)
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ld (hl),a
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djnz BigSpriteloop
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ClipMiddle:
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ClipMiddlesize = ClipMiddle-(Do_ClipMiddle+1)
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Do_ClipRight = $+1
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jr ClipRight
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ld a,(ix)
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BigRot3 = $+1
+
jr $
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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rrca
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BigMask3:
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and d
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or (hl)
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ld (hl),a
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ClipRight:
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Cliprightsize = ClipRight-(Do_ClipRight+1)
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pop hl
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ld bc,12 ;width of the screen
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add hl,bc
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bigskip = $+1
+
ld bc,0
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add ix,bc
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pop bc
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djnz BigSpriteRow
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ret
+
</nowiki>
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Latest revision as of 01:13, 25 June 2010