getting closer to multiple items

This commit is contained in:
alpine9000
2016-04-22 15:24:59 +10:00
parent 6b45e682df
commit 8aed04be8a
6 changed files with 46 additions and 32 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

-1
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@@ -1,7 +1,6 @@
include "includes.i"
xdef BlitFillColor
xdef BlitScroll
xdef BlitTile
xref BlueFill
+3 -2
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@@ -19,13 +19,14 @@ FOREGROUND_PLAYAREA_HEIGHT_WORDS equ 8
ITEM_SPRITE_HEIGHT equ 15
ITEM_SPRITE_NUM_VERTICAL_SPRITES equ 6
ITEM_SPRITE_BYTES equ (ITEM_SPRITE_NUM_VERTICAL_SPRITES*((ITEM_SPRITE_HEIGHT*4)+4))+4
ITEM_SPRITE_VERTICAL_BYTES equ ((ITEM_SPRITE_HEIGHT*4)+4)
ITEM_SPRITE_BYTES equ (ITEM_SPRITE_NUM_VERTICAL_SPRITES*ITEM_SPRITE_VERTICAL_BYTES)+4
ITEM_SPRITE_VSTART equ 149
ITEM_X equ 0
ITEM_LAGX equ 2
ITEM_Y equ 4
ITEM_LAGY equ 6
ITEM_SPRITE equ 6
ITEM_YEND equ 8
ITEM_LAGYEND equ 10
ITEM_INDEX equ 12
+1 -1
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@@ -13,7 +13,7 @@
</layer>
<layer name="items" width="100" height="8">
<data encoding="base64" compression="zlib">
eJxjYBgFIw04MQ60C0bBSAXUSHvoZjgSMJOQ/CigHwDFBXL8gfgDHT9DuTx0YkTFIxGQ4u+RGkbIYDQMRsFgAQAdzQRv
eJxjYBgFQx04MdJW/SggHjiOhi1eQI20h24GoTAfjZPBA0BxgRwf6PyBAEO5PAS5HRmTAwZDHFACSPH3UI5raoHRMBgFgwUAAJSiBXc=
</data>
</layer>
</map>
+39 -25
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@@ -5,22 +5,47 @@
xdef RenderItemSprite
ScrollItemSprites:
move.l #1,d0
move.w #1,d0
lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
lea item1,a1
add.l d0,a1
move.l foregroundScrollPixels,d0
sub.w d0,ITEM_X(a1)
sub.w d0,ITEM_X(a1)
rts
ClearItemSpriteData:
move.w #ITEM_SPRITE_NUM_VERTICAL_SPRITES-1,d4
sub.w d2,d4 ; this is because of the upside board at the moment
move.w d4,d2
move.w #ITEM_NUM_COIN_ANIMS-1,d4
move.l #spriteCoin1,a0
.l2:
move.w #ITEM_SPRITE_NUM_VERTICAL_SPRITES-1,d3
.l1:
cmp.w d3,d2
beq .skip
move.b #0,3(a0)
move.b #0,1(a0)
.skip:
add.l #ITEM_SPRITE_VERTICAL_BYTES,a0
dbra.w d3,.l1
add.l #4,a0
dbra.w d4,.l2
rts
SetupItemSpriteData:
;; d0 - item slot
;; d1 - sprite slot
;; d0 - item slot
move.l #1,d0
lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
lea item1,a1
add.l d0,a1
move.w ITEM_Y(a1),d2
;; move.l #5,d2
move.l currentItemSprite,a0
@@ -39,7 +64,8 @@ SetupItemSpriteData:
mulu.w #ITEM_SPRITE_BYTES,d0
add.l d0,a0
add.l #1*((ITEM_SPRITE_HEIGHT*4)+4),a0
mulu.w #ITEM_SPRITE_VERTICAL_BYTES,d2
add.l d2,a0
move.w ITEM_LAGX(a1),d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
@@ -51,18 +77,8 @@ SetupItemSpriteData:
lsr.l #1,d0
move.b d0,1(a0) ;spriteHStart
if 0
move.w ITEM_LAGY(a1),d0
move.w ITEM_Y(a1),ITEM_LAGY(a1)
move.b d0,(a0) ;spriteVStart
move.w ITEM_LAGYEND(a1),d0
move.w ITEM_YEND(a1),ITEM_LAGYEND(a1)
move.b d0,2(a0) ;spriteVStop
endif
.c1:
sub.l #1*((ITEM_SPRITE_HEIGHT*4)+4),a0
sub.l d2,a0 ;#1*ITEM_SPRITE_VERTICAL_BYTES,a0
move.l a0,SPR2PTH(a6)
add.w #1,ITEM_INDEX(a1)
@@ -76,7 +92,7 @@ RenderItemSprite:
lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
lea item1,a1
add.l d0,a1
move.l foregroundScrollX,d0
lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
andi.w #$f,d0
@@ -86,15 +102,13 @@ RenderItemSprite:
add.l mapSize,a3
cmpi.w #0,(a3)
beq .dontAddSprite
move.l #deadSprite,currentItemSprite
move.l #deadSprite,currentItemSprite
move.w #336<<FOREGROUND_SCROLL_SHIFT_CONVERT,ITEM_X(a1)
mulu.w #16,d2
move.w #255-10,d3
sub.w d2,d3
move.w d3,ITEM_Y(a1)
add.w #ITEM_SPRITE_HEIGHT,d3
move.w d3,ITEM_YEND(a1)
;; move.w #0,itemIndex
sub.l #1,d2
move.w d2,ITEM_Y(a1)
move.w ITEM_X(a1),ITEM_LAGX(a1)
bsr ClearItemSpriteData
move.l #spriteCoin1,currentItemSprite
.dontAddSprite:
movem.l (sp)+,d2-d3
+3 -3
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@@ -9,13 +9,13 @@ WaitBlitter: macro
ItemSprite: macro
\1:
dc.b ITEM_SPRITE_VSTART ; vstart
dc.b 64 ; hstart
dc.b 0 ; hstart
dc.b ITEM_SPRITE_VSTART+ITEM_SPRITE_HEIGHT; vstop
dc.b 0
incbin "out/\2"
dc.b ITEM_SPRITE_VSTART+(16*2); vstart
dc.b ITEM_SPRITE_VSTART+(16*1); vstart
dc.b 0 ; hstart
dc.b ITEM_SPRITE_VSTART+(16*2)+ITEM_SPRITE_HEIGHT; vstop
dc.b ITEM_SPRITE_VSTART+(16*1)+ITEM_SPRITE_HEIGHT; vstop
dc.b 0
incbin "out/\2"
dc.b ITEM_SPRITE_VSTART+(16*2); vstart