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Simplifying char blit
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+14
-37
@@ -19,7 +19,7 @@ BlitChar8:
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;; d0 - xpos
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;; d1 - ypos
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;; d2 - char
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movem.l d0-d5/a0-a2,-(sp)
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movem.l d0-d3/a0-a2,-(sp)
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WaitBlitter
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;; blitter config that is shared for every character
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@@ -34,50 +34,25 @@ BlitChar8:
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move.l #font,a1 ; font pointer
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move.l #fontMask,a2 ; font mask pointer
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bsr DrawChar8 ; draw it
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movem.l (sp)+,d0-d5/a0-a2
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rts
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DrawChar8:
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;; kills d2,d4,d5,a0,a1,a2
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;; d0 - xpos
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;; d1 - ypos bytes
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;; d2* - char
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;; a0 - bitplane
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;; a1 - #font
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;; a2 - #fontMask
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sub.w #'!',d2 ; index = char - '!'
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move.w d2,d5
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lsr.w #5,d5 ; char / 32 = fontmap line
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andi.w #$1f,d2 ; char index in line (char index - start of line index)
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add.l #1,d5 ; while we have a weird font image, '!' starts on second line
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mulu.w #FONTMAP_WIDTH_BYTES*SCREEN_BIT_DEPTH*FONT_HEIGHT,d5 ; d5 *= #FONTMAP_WIDTH_BYTES*SCREEN_BIT_DEPTH*FONT_HEIGHT
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move.w d2,d3
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lsr.w #5,d3 ; char / 32 = fontmap line
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andi.w #$1f,d2 ; char index in line (char index - start of line index)
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add.l #1,d3 ; while we have a weird font image, '!' starts on second line
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mulu.w #FONTMAP_WIDTH_BYTES*SCREEN_BIT_DEPTH*FONT_HEIGHT,d3 ; d3 *= #FONTMAP_WIDTH_BYTES*SCREEN_BIT_DEPTH*FONT_HEIGHT
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if MASKED_FONT==1
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add.w d5,a2 ; add y offset in lines to fontMask address
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endif
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add.w d5,a1 ; add y offset in lines to font address
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add.w d2,a1 ; add offset into font
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if MASKED_FONT==1
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add.w d3,a2 ; add y offset in lines to fontMask address
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add.l d2,a2 ; add offset into mask
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endif
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.blitChar8:
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add.l #(FONT_HEIGHT*SCREEN_BIT_DEPTH*FONTMAP_WIDTH_BYTES)-FONTMAP_WIDTH_BYTES+0,a1
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add.w d3,a1 ; add y offset in lines to font address
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add.w d2,a1 ; add offset into font
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add.l #(FONT_HEIGHT*SCREEN_BIT_DEPTH*FONTMAP_WIDTH_BYTES)-FONTMAP_WIDTH_BYTES+0,a2
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move.l d0,d4 ; xpos
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lsr.w #3,d4 ; d4 = xpos bytes
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lsr.w #3,d0 ; d0 = xpos bytes
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btst #0,d2 ; check if odd or even char
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beq .evenChar ;
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.oddChar:
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@@ -98,7 +73,7 @@ DrawChar8:
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move.l a1,BLTBPTH(a6) ; source bitplane
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add.l d4,a0 ; dest += XPOS_BYTES
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add.l d0,a0 ; dest += XPOS_BYTES
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add.l d1,a0 ; dest += YPOS_BYTES
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add.l #(FONT_HEIGHT*SCREEN_BIT_DEPTH*BITPLANE_WIDTH_BYTES)-BITPLANE_WIDTH_BYTES+0,a0
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@@ -107,6 +82,8 @@ DrawChar8:
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move.l a0,BLTDPTH(a6) ; destination top left corner
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move.w #(FONT_HEIGHT*SCREEN_BIT_DEPTH)<<6|(BLIT_WIDTH_WORDS),BLTSIZE(a6) ;rectangle size, starts blit
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movem.l (sp)+,d0-d3/a0-a2
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rts
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font:
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