In which John learns about the playfield hardware and sprite priorities
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a73506a27b
commit
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7
bun.c
7
bun.c
@ -310,6 +310,13 @@ void calculateBunPositions(
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bunPositions[current][0] = x;
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bunPositions[current][1] = y;
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// for the blitter video
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/*
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if (frame == 0) {
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printf("%d,%d\n", bunPositions[current][0], bunPositions[current][1]);
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}
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*/
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}
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}
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69
main.c
69
main.c
@ -27,6 +27,9 @@ extern struct CIA far ciaa;
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#define SCRATCH_AREA_HEIGHT_ROWS (34)
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#define SCRATCH_AREA_MEMORY_SIZE (SCRATCH_AREA_WIDTH_BYTES * SCRATCH_AREA_HEIGHT_ROWS)
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// change to 0 to not render sprites
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#define RENDER_SPRITES (1)
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volatile short *dbg = (volatile short *)0x100;
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unsigned char *scratchArea;
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@ -143,38 +146,47 @@ int main(void) {
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*(currentCopperlist++) = custom_color + 4;
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*(currentCopperlist++) = 0xfff;
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for (i = 0; i < 8; ++i) {
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spriteDataPointer = (uint32_t)&SpriteData;
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spriteDataPointer += ((256 + 2) * 4) * i;
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if (RENDER_SPRITES) {
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for (i = 0; i < 8; ++i) {
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spriteDataPointer = (uint32_t)&SpriteData;
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spriteDataPointer += ((256 + 2) * 4) * i;
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*(currentCopperlist++) = custom_sprite + i * 4;
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*(currentCopperlist++) = (spriteDataPointer >> 16);
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*(currentCopperlist++) = custom_sprite + i * 4;
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*(currentCopperlist++) = (spriteDataPointer >> 16);
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*(currentCopperlist++) = custom_sprite + 2 + i * 4;
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*(currentCopperlist++) = (spriteDataPointer & 0xffff);
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*(currentCopperlist++) = custom_sprite + 2 + i * 4;
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*(currentCopperlist++) = (spriteDataPointer & 0xffff);
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}
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} else {
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printf("Skipping render\n");
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currentCopperlist = setUpEmptySpritesInCopperlist(currentCopperlist);
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}
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*(currentCopperlist++) = custom_color;
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*(currentCopperlist++) = 0x3a6;
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for (y = 0; y < 256; ++y) {
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for (i = 0; i < 8; ++i) {
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// set sprite color
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*(currentCopperlist++) = custom_color + 32 + (
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// sprite color group
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(i / 2) * 4 +
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// 0 is transparent
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1 +
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i % 2
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) * 2;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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if (RENDER_SPRITES) {
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for (i = 0; i < 8; ++i) {
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// set sprite color
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*(currentCopperlist++) = custom_color + 32 + (
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// sprite color group
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(i / 2) * 4 +
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// 0 is transparent
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1 +
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i % 2
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) * 2;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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// set sprite position
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*(currentCopperlist++) = custom_sprite_control + i * 8;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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// set sprite position
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*(currentCopperlist++) = custom_sprite_control + i * 8;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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*(currentCopperlist++) = custom_sprite_control + i * 8 + 2;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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*(currentCopperlist++) = custom_sprite_control + i * 8 + 2;
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*(currentCopperlist++) = *(currentSpriteCopperlist++);
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}
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} else {
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printf("Skipping render\n");
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}
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for (i = 3; i < 8; ++i) {
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@ -188,6 +200,19 @@ int main(void) {
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endCopperlist(currentCopperlist);
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/*
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copperlist debugging
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for (i = 0; i < 20; ++i) {
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printf(
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"%x %x %x %x\n",
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*(copperlist + (i * 4)),
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*(copperlist + (i * 4) + 1),
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*(copperlist + (i * 4) + 2),
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*(copperlist + (i * 4) + 3)
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);
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}
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*/
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takeOverSystem();
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setCopperlist(copperlist);
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@ -360,7 +360,8 @@ _setUpDisplay:
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MOVE.W D0,bplcon0(A1)
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MOVE.W #0,bplcon1(A1)
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MOVE.W #0,bplcon2(A1)
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; sprites always on top
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MOVE.W #$0020,bplcon2(A1)
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MOVE.W #0,bpl1mod(A1)
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MOVE.W #0,bpl2mod(A1)
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MOVE.W #$2c81,diwstrt(A1)
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