mirror of
https://frontier.innolan.net/github/AmigaExamples.git
synced 2026-09-12 14:51:56 +00:00
187 lines
3.7 KiB
ArmAsm
187 lines
3.7 KiB
ArmAsm
include "includes.i"
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xdef SetupItemSpriteData
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xdef ScrollItemSprites
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xdef RenderItemSprite
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xdef ResetItems
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xdef EnableItemSprites
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ScrollItemSprites:
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move.w #ITEM_NUM_SLOTS-1,d1
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lea item1,a1
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.loop:
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move.l foregroundScrollPixels,d0
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cmp.w #0,ITEM_SPRITE(a1)
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beq .skip
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sub.w d0,ITEM_X(a1)
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cmp.w #160<<FOREGROUND_SCROLL_SHIFT_CONVERT,ITEM_X(a1)
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bgt .skip
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move.w #0,ITEM_SPRITE(a1)
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move.w #0,ITEM_X(a1)
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move.w #0,ITEM_LAGX(a1)
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move.w ITEM_Y(a1),d2
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bsr ClearItemSpriteData
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.skip:
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add.l #ITEM_STRUCT_SIZE,a1 ; multiply by 16 (item control structure size)
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dbra d1,.loop
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rts
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ResetItems:
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lea item1,a1
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move.w #ITEM_NUM_SLOTS-1,d1
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.loop1:
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move.w #0,ITEM_SPRITE(a1)
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move.w #0,ITEM_X(a1)
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move.w #0,ITEM_LAGX(a1)
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move.w ITEM_Y(a1),d2
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add.l #ITEM_STRUCT_SIZE,a1 ; multiply by 16 (item control structure size)
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dbra d1,.loop1
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move.l #0,itemSpritesEnabled
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rts
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ClearItemSpriteData:
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;; move.w #ITEM_SPRITE_NUM_VERTICAL_SPRITES-1,d4
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;; sub.w d2,d4 ; this is because of the upside board at the moment
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;; move.w d4,d2
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move.w #ITEM_NUM_COIN_ANIMS-1,d4
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move.l #spriteCoin1,a0
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.l2:
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move.w #ITEM_SPRITE_NUM_VERTICAL_SPRITES-1,d3
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.l1:
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cmp.w d3,d2
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bne .skip
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move.b #0,3(a0)
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move.b #0,1(a0)
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.skip:
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add.l #ITEM_SPRITE_VERTICAL_BYTES,a0
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dbra.w d3,.l1
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add.l #4,a0
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dbra.w d4,.l2
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rts
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SetupItemSpriteData:
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;; d0 - item slot
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move.l d0,-(sp)
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lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
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lea item1,a1
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add.l d0,a1
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move.w ITEM_Y(a1),d2
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;; move.l #5,d2
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move.l currentItemSprite,a0
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cmp.w #(ITEM_NUM_COIN_ANIMS-1)<<3,ITEM_INDEX(a1)
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ble .dontResetIndex
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move.l #0,ITEM_INDEX(a1)
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.dontResetIndex:
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cmp.l #deadSprite,a0
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bne .setupSprite
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bra .c1
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.setupSprite:
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move.l #0,d0
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move.w ITEM_INDEX(a1),d0
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lsr.l #3,d0
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mulu.w #ITEM_SPRITE_BYTES,d0
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add.l d0,a0
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mulu.w #ITEM_SPRITE_VERTICAL_BYTES,d2
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add.l d2,a0
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move.w ITEM_LAGX(a1),d0
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels
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move.w ITEM_X(a1),ITEM_LAGX(a1)
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cmp.l #0,itemSpritesEnabled
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beq .dontEnable
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add.w #32,d0
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move.w d0,d1
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andi #1,d1
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move.b d1,3(a0) ;spriteControl
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lsr.l #1,d0
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move.b d0,1(a0) ;spriteHStart
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.c1:
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sub.l d2,a0 ;#1*ITEM_SPRITE_VERTICAL_BYTES,a0
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move.l a0,SPR2PTH(a6)
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bra .done
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.dontEnable:
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move.l #deadSprite,SPR2PTH(a6)
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.done:
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add.w #1,ITEM_INDEX(a1)
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move.l (sp)+,d0
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rts
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RenderItemSprite:
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;; d2 - y tile index ?
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movem.l d2-d3,-(sp)
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move.l foregroundScrollX,d1
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lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d1 ; convert to pixels
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andi.w #$f,d1
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cmp.b #$f,d1 ; only add sprite after tile has scrolled in
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bne dontAddSprite
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move.l a2,a3
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add.l mapSize,a3
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cmpi.w #0,(a3)
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beq dontAddSprite
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GetSpriteSlot:
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move.w (a3),d0 ; sprite slot
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sub.w #1,d0
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move.w d0,d1
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lsl.w #ITEM_STRUCT_MULU_SHIFT,d0 ; multiply by 16 (item control structure size)
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lea item1,a1
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add.l d0,a1
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move.l #deadSprite,currentItemSprite
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move.w #336<<FOREGROUND_SCROLL_SHIFT_CONVERT,ITEM_X(a1)
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sub.l #1,d2
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move.w d2,ITEM_Y(a1)
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move.w ITEM_X(a1),ITEM_LAGX(a1)
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add.w #1,d1
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move.w d1,ITEM_SPRITE(a1)
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move.l #spriteCoin1,currentItemSprite
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dontAddSprite:
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movem.l (sp)+,d2-d3
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rts
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EnableItemSprites:
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move.l #1,itemSpritesEnabled
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rts
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itemSpritesEnabled:
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dc.l 0
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;; used for animation
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currentItemSprite:
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dc.l deadSprite
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ItemControl item1
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ItemControl item2
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ItemControl item3
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ItemControl item4
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ItemControl item5
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ItemControl item6
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ItemControl item7
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ItemControl item8
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ItemSprite spriteCoin1,sprite_coin-0.bin
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ItemSprite spriteCoin2,sprite_coin-0.bin
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ItemSprite spriteCoin3,sprite_coin-1.bin
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ItemSprite spriteCoin4,sprite_coin-2.bin
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ItemSprite spriteCoin5,sprite_coin-3.bin
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ItemSprite spriteCoin6,sprite_coin-2.bin
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ItemSprite spriteCoin7,sprite_coin-1.bin
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nextSpriteSlot:
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dc.w 0 |