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ob_buffer.asm
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520 lines (396 loc) · 15.2 KB
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; scrolls buffer to the left
BUFFER_SCROLL:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
LD B, 8 ; 8 rows (just for pixels, get made taller during render)
LD DE, PIXEL_BUFFER_ROWS ; start of buffer to copy to
LD HL, PIXEL_BUFFER_ROWS + 1 ; offset buffer to copy from
BUFFER_SCROLL_LOOP:
PUSH BC
; 19 LDIs for the whole row
.19 LDI
; step over to next row
INC HL
INC DE
POP BC
DJNZ BUFFER_SCROLL_LOOP
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_SCROLL
; adds next char to the buffer if needed
BUFFER_QUEUE_CHAR:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
LD A, (BUFFER_FRAME)
AND %00000011
JP NZ, BUFFER_DONE_CHAR ; skip if it's not frame 00
; find the fx / colour
LD HL, BUFFER_MESSAGE_META ; start of fx buffer
LD DE, (BUFFER_MESSAGE_OFFSET) ; offset
ADD HL, DE ; add offset
LD B, (HL) ; get that fx into B
; check if it's a control fx
BIT 7, B ; if MSB is set, reset Z (make it off)
JR Z, BUFFER_NORMAL_CHAR ; we are normal if the MSB isn't set
; it's an effect - MSB(7) is 1, use 6 for which fx for now
BIT 6, B
JR NZ, BUFFER_FX_EXX
BUFEER_FX_SINE:
CALL BUFFER_FLIP_SINE
JR BUFFER_FX_DONE
BUFFER_FX_EXX:
CALL BUFFER_FLIP_EXX
BUFFER_FX_DONE:
JR BUFFER_CHECK_END ; and move to next char etc
; find the char
BUFFER_NORMAL_CHAR:
LD HL, BUFFER_MESSAGE ; start of buffer
; DE is still offset
ADD HL, DE ; add offset
LD A, (HL) ; get that char
; find the pixels
LD HL, OB_FONT_ASCII ; base LUT
SLA A ; double ASCII value to move Words into LUT
LD D, 0 ; zero it
LD E, A ; offset
ADD HL, DE ; HL now addr of pixels
LD E, (HL) ; load part of addr
INC HL ; step
LD D, (HL) ; load other part of addr
EX DE, HL ; make hl point at char pixels
; render the char pixels into the buffer
; HL pixels, B fx/colour
; row 1
LD DE, PIXEL_BUFFER_ROWS + 16 ; last 4 bytes of the row
CALL BUFFER_QUEUE_COLOUR
; row 2
LD DE, PIXEL_BUFFER_ROWS + 20 + 16
CALL BUFFER_QUEUE_COLOUR
; row 3
LD DE, PIXEL_BUFFER_ROWS + (20 * 2) + 16
CALL BUFFER_QUEUE_COLOUR
; row 4
LD DE, PIXEL_BUFFER_ROWS + (20 * 3) + 16
CALL BUFFER_QUEUE_COLOUR
; row 5
LD DE, PIXEL_BUFFER_ROWS + (20 * 4) + 16
CALL BUFFER_QUEUE_COLOUR
; row 6
LD DE, PIXEL_BUFFER_ROWS + (20 * 5) + 16
CALL BUFFER_QUEUE_COLOUR
; row 7
LD DE, PIXEL_BUFFER_ROWS + (20 * 6) + 16
CALL BUFFER_QUEUE_COLOUR
; row 8
LD DE, PIXEL_BUFFER_ROWS + (20 * 7) + 16
CALL BUFFER_QUEUE_COLOUR
BUFFER_CHECK_END:
; back to the next char, to work out next or start again at beginning...
LD HL, BUFFER_MESSAGE ; start of buffer
LD DE, (BUFFER_MESSAGE_OFFSET) ; offset
INC DE ; add to offset for next char
ADD HL, DE ; add offset
LD A, (HL) ; get that char
CP 0 ; check for null terminator
JR NZ, BUFFER_NEXT_CHAR
LD DE, 0 ; point to start of message
BUFFER_NEXT_CHAR:
LD (BUFFER_MESSAGE_OFFSET), DE ; save new offset
BUFFER_DONE_CHAR:
LD A, (BUFFER_FRAME) ; adbance frame
INC A
LD (BUFFER_FRAME), A
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_QUEUE
; render the char pixels into the buffer
; IN: HL pixels, B fx/colour, DE destination in pixel buffer
; OUT: HL has been advanced (rest don't matter)
BUFFER_QUEUE_COLOUR:
; if pixel 0 is on, put A into pixel buffer
; if off, put 0 into pixel buffer
LD A, (HL) ; pixel in A
CP 0
JR Z, BUFFER_QUEUE_COLOUR_OFF_0
BUFFER_QUEUE_COLOUR_ON_0:
LD A, B ; B has fx/colour
JR BUFFER_QUEUE_COLOUR_DONE_0
BUFFER_QUEUE_COLOUR_OFF_0:
LD A, 0 ; blank for pixel off
BUFFER_QUEUE_COLOUR_DONE_0:
LD (DE), A ; render to pixel buffer
INC DE ; next pixel
; pixel 1
INC HL
LD A, (HL) ; pixel in A
CP 0
JR Z, BUFFER_QUEUE_COLOUR_OFF_1
BUFFER_QUEUE_COLOUR_ON_1:
LD A, B ; B has fx/colour
JR BUFFER_QUEUE_COLOUR_DONE_1
BUFFER_QUEUE_COLOUR_OFF_1:
LD A, 0 ; blank for pixel off
BUFFER_QUEUE_COLOUR_DONE_1:
LD (DE), A ; render to pixel buffer
INC DE ; next pixel
; pixel 2
INC HL
LD A, (HL) ; pixel in A
CP 0
JR Z, BUFFER_QUEUE_COLOUR_OFF_2
BUFFER_QUEUE_COLOUR_ON_2:
LD A, B ; B has fx/colour
JR BUFFER_QUEUE_COLOUR_DONE_2
BUFFER_QUEUE_COLOUR_OFF_2:
LD A, 0 ; blank for pixel off
BUFFER_QUEUE_COLOUR_DONE_2:
LD (DE), A ; render to pixel buffer
INC DE ; next pixel
; pixel 3
INC HL
LD A, (HL) ; pixel in A
CP 0
JR Z, BUFFER_QUEUE_COLOUR_OFF_3
BUFFER_QUEUE_COLOUR_ON_3:
LD A, B ; B has fx/colour
JR BUFFER_QUEUE_COLOUR_DONE_3
BUFFER_QUEUE_COLOUR_OFF_3:
LD A, 0 ; blank for pixel off
BUFFER_QUEUE_COLOUR_DONE_3:
LD (DE), A ; render to pixel buffer
INC DE ; next pixel
INC HL ; ready for next
RET ; BUFFER_QUEUE_COLOUR
; flip sine on / off
BUFFER_FLIP_SINE:
PUSH AF
LD A, (SINE_STATE) ; bool! it's either 0 or 1
XOR %00000001 ; so we flip the bool!
LD (SINE_STATE), A ; save inverted state
; and we're done!
POP AF
RET ; BUFFER_FLIP_EXX
; flip between EXX / EX AF and 2 NOPs
BUFFER_FLIP_EXX:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
; find if EXX is turned on
LD A, (TOP_BORDER_RENDER_ROW_1_EXX)
CP $D9 ; is it an EXX?
JR Z, FLIP_EXX_OFF ; yes - so turn off
; fall through
FLIP_EXX_ON:
LD A, $D9
LD C, $08
JR FLIP_EXX_REPLACE
FLIP_EXX_OFF:
LD A, $00
LD C, $00
; fall through
FLIP_EXX_REPLACE:
LD HL, TOP_BORDER_RENDER_ROW_1_EXX
LD B, 56 ; 56 rows
FLIP_EXX_LOOP:
LD (HL), A
INC HL
LD (HL), C
; step over to next row's EXX opcode (-1 as we already stepped over once)
LD DE, TOP_BORDER_RENDER_ROW_2 - TOP_BORDER_RENDER_ROW_1 - 1
ADD HL, DE
DJNZ FLIP_EXX_LOOP
; and we're done!
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_FLIP_EXX
; renders pixel buffer to render buffer
BUFFER_RENDER:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
LD DE, RENDER_BUFFER_ROWS
LD IY, RENDER_BUFFER_TEMP_ROW
; course row 1/8
LD IX, PIXEL_BUFFER_ROWS
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 2/8
LD IX, PIXEL_BUFFER_ROWS + 20
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 3/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 2)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 4/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 3)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 5/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 4)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 6/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 5)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 7/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 6)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
; course row 8/8
LD IX, PIXEL_BUFFER_ROWS + (20 * 7)
CALL BUFFER_LOAD_TEMP_ROW
CALL BUFFER_RENDER_7
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_RENDER
; renders pixel buffer to render buffer - sine version
; part 1 - too slow for single frame
BUFFER_RENDER_SINE_1:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
LD A, (SINE_FRAME)
INC A ; inc frame to save
LD (SINE_FRAME), A ; save frame
DEC A ; dec frame to use
LD B, 9 ; first 9 cols / 15
BUFFER_RENDER_SINE_LOOP_1:
LD D, 0
LD E, B
DEC DE ; col offset 0-14
CALL BUFFER_LOAD_TEMP_COL ; loads the values to a buffer
CALL BUFFER_RENDER_COL ; blits from buffer
DJNZ BUFFER_RENDER_SINE_LOOP_1
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_RENDER_SINE_1
; renders pixel buffer to render buffer - sine version
; part 2 - too slow for single frame
BUFFER_RENDER_SINE_2:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
LD A, (SINE_FRAME)
INC A ; inc frame to save
LD (SINE_FRAME), A ; save frame
DEC A ; dec frame to use
LD B, 6 ; done 9, 6 left
BUFFER_RENDER_SINE_LOOP_2:
LD D, 0
LD E, B
INC DE ; plus... somhow 8? 9-1? it works...
INC DE
INC DE
INC DE
INC DE
INC DE
INC DE
INC DE
CALL BUFFER_LOAD_TEMP_COL ; loads the values to a buffer
CALL BUFFER_RENDER_COL ; blits from buffer
DJNZ BUFFER_RENDER_SINE_LOOP_2
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_RENDER_SINE_2
; DE is col offset
; A is sine frame
BUFFER_LOAD_TEMP_COL:
PUSH AF
PUSH BC
PUSH DE
PUSH HL
; sort out pixel ptr for the char
LD HL, PIXEL_BUFFER_ROWS ; start of pixel buffer
ADD HL, DE ; offset to column
LD (PIXEL_BUF_PTR), HL
; sine index
AND %00111111 ; base 0-63 offset
ADD E ; add col offset
AND %00111111 ; 0-63 again for actual offset
LD E, A ; E stores actual offset
LD D, 0 ; 16bit needed, done with offset D now
; get row offset in DE
LD HL, SINE_LUT
ADD HL, DE ; HL points to the offset
LD A, (HL) ; A is the row offset
LD E, A ; store row offet in E
LD D, 0 ; 16bit needed, done with col offset DE now
LD HL, RENDER_BUFFER_TEMP_COL
CP 0
JR Z, BUFFER_LOAD_TEMP_COL_CHAR ; 0 index no top blanks
; top blanks
LD B, A
BUFFER_LOAD_TEMP_COL_TOP_LOOP:
LD (HL), $71 ; blank / OUT (C), 0 = $71
INC HL ; next temp buffer position
DJNZ BUFFER_LOAD_TEMP_COL_TOP_LOOP
; char - alway 8 pixels at 4 rows each
BUFFER_LOAD_TEMP_COL_CHAR:
LD B, 8 ; 8 pixel rows
BUFFER_LOAD_TEMP_COL_CHAR_LOOP:
PUSH BC
PUSH DE
PUSH HL
LD HL, (PIXEL_BUF_PTR)
LD A, (HL) ; get pixel colour
LD DE, 20 ; pixel buffer has extra cols
ADD HL, DE ; move to next row
LD (PIXEL_BUF_PTR), HL
LD B, 0 ; needed for 16bit ADD
; convert pixel to register
LD C, A ; BC is now offset
LD HL, BUFFER_REGISTER_LUT ; base LUT
ADD HL, BC ; HL points to reg in LUT
LD A, (HL) ; A has reg
POP HL
POP DE
POP BC
; set 4 rows to that colour (0 from pixel buffer works)
LD (HL), A ; reg
INC HL ; next temp buffer position
LD (HL), A ; reg
INC HL ; next temp buffer position
LD (HL), A ; reg
INC HL ; next temp buffer position
LD (HL), A ; reg
INC HL ; next temp buffer position
DJNZ BUFFER_LOAD_TEMP_COL_CHAR_LOOP
; bottom blanks
LD A, E ; offset back in A
CP 24
JR Z, BUFFER_LOAD_TEMP_COL_DONE ; 24 index no bottom blanks
LD A, 24
SUB E ; 24 - offset is number of bottom blanks
LD B, A
BUFFER_LOAD_TEMP_COL_BOTTOM_LOOP:
LD (HL), $71 ; blank / OUT (C), 0 = $71
INC HL ; next temp buffer position
DJNZ BUFFER_LOAD_TEMP_COL_BOTTOM_LOOP
BUFFER_LOAD_TEMP_COL_DONE:
POP HL
POP DE
POP BC
POP AF
RET ; BUFFER_LOAD_TEMP_COL