884 lines
20 KiB
NASM
884 lines
20 KiB
NASM
//==============================================================================
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// int get_tile_number(int x, int y)
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// In:
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// r0: x
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// r1: y
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// Out:
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// r0: tile number
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//==============================================================================
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get_tile_number:
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push {r1-r5,lr}
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ldr r4,=m2_coord_table
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sub r0,r0,1
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sub r1,r1,1
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lsl r2,r1,0x1F
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lsr r2,r2,0x1F
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lsr r1,r1,1
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lsl r5,r1,4
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sub r5,r5,r1
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sub r5,r5,r1
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lsl r5,r5,2
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lsl r0,r0,1
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add r4,r4,r0
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add r4,r4,r5
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ldrh r0,[r4,0]
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lsl r2,r2,5
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add r0,r0,r2
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pop {r1-r5,pc}
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.pool
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//==============================================================================
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// void weld_entry(WINDOW* window, byte* chr)
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// In:
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// r0: address of window data
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// r1: address of char to print
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//==============================================================================
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//--------------------------------
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weld_entry:
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push {r0-r5,lr}
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// Check for valid character value
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mov r4,r0
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ldrb r0,[r1,0]
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sub r0,0x50
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bpl @@next
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mov r0,0x1F
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b @@valid
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@@next:
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cmp r0,0x60
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bcc @@valid
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cmp r0,0x64
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bcc @@invalid
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cmp r0,0x6D
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bcs @@invalid
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b @@valid
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@@invalid:
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mov r0,0x1F
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@@valid:
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// Calculate X coord
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ldrh r1,[r4,0x22] // window_X
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mov r5,r1
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ldrh r2,[r4,0x2A] // text_X
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add r1,r1,r2
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lsl r1,r1,3
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ldrh r2,[r4,2] // pixel_X
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add r1,r1,r2 // screen pixel X
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// Calculate Y coord
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ldrh r2,[r4,0x24] // window_Y
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ldrh r3,[r4,0x2C] // text_Y
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add r2,r2,r3
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lsl r2,r2,3
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// Print
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mov r3,0 // font
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bl print_character
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// Store new X coords
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add r0,r0,r1 // new screen pixel_X
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lsr r1,r0,3
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sub r1,r1,r5 // new text_X
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strh r1,[r4,0x2A]
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lsl r0,r0,29
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lsr r0,r0,29 // new pixel_X
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strh r0,[r4,2]
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pop {r0-r5,pc}
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//=============================================================================
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// void print_string(char* str, int x, int y)
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// In:
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// r0: address of string to print
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// r1: x (pixel)
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// r2: y (pixel)
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// Out:
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// r0: number of characters printed
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// r1: number of pixels printed
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//=============================================================================
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print_string:
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push {r2-r6,lr}
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mov r3,0
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mov r5,r3
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mov r6,r1
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mov r4,r0
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@@prev:
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ldrb r0,[r4,1]
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cmp r0,0xFF
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beq @@end
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ldrb r0,[r4,0]
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sub r0,0x50
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bl print_character
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add r1,r0,r1
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add r4,1
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add r5,1
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b @@prev
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@@end:
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mov r0,r5
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sub r1,r1,r6
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pop {r2-r6,pc}
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//=============================================================================
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// void print_string_hlight_pixels(WINDOW* window, char* str, int x,
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// int y, bool highlight)
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// In:
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// r0: window
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// r1: address of string to print
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// r2: x (pixel)
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// r3: y (pixel)
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// sp: highlight
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// Out:
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// r0: number of characters printed
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// r1: number of pixels printed
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//=============================================================================
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print_string_hlight_pixels:
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// Copied from C96F0
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// Basically it's the exact same subroutine, only in pixels instead of tiles
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push {r4-r7,lr}
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mov r7,r8
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push {r7}
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mov r6,r1
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ldr r1,[sp,0x18]
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lsl r1,r1,0x10
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mov r7,0
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ldr r5,=0x3005228
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ldrh r4,[r5,0]
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lsl r4,r4,0x10
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asr r4,r4,0x1C
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mov r8,r4
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lsr r4,r1,0x10
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mov r12,r4
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asr r1,r1,0x10
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add r1,r8
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lsl r1,r1,0xC
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strh r1,[r5,0]
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ldrh r1,[r0,0x22]
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lsl r1,r1,3
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add r1,r1,r2
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ldrh r2,[r0,0x24]
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lsl r2,r2,3
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add r2,r2,r3
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mov r0,r6
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bl print_string
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mov r7,r0
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ldrh r0,[r5,0]
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lsl r0,r0,0x10
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asr r0,r0,0x1C
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mov r4,r12
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lsl r3,r4,0x10
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asr r3,r3,0x10
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sub r0,r0,r3
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lsl r0,r0,0xC
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strh r0,[r5,0]
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lsl r0,r7,0x10
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asr r0,r0,0x10
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pop {r3}
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mov r8,r3
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pop {r4-r7}
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pop {r2}
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bx r2
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.pool
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//=============================================================================
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// void print_character(int x, int y, int chr, int font)
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// In:
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// r0: character
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// r1: x (pixel)
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// r2: y (pixel)
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// r3: font
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// 0: main
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// 1: saturn
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// 2: tiny
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// Out:
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// r0: virtual width
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//=============================================================================
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print_character:
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push {r1-r7,lr}
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mov r4,r8
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mov r5,r9
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mov r6,r10
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mov r7,r11
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push {r4-r7}
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mov r4,r12
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push {r4}
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add sp,-24
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mov r10,r1
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mov r11,r2
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mov r12,r0
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mov r5,r3
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//----------------------------------------
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ldr r3,=0x30051EC
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ldrh r4,[r3,0] // Tile offset
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add r3,0x3C
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ldrh r6,[r3,0] // Palette mask
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add r3,0x48
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ldr r7,[r3,0] // Tilemap address
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lsr r1,r1,3
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lsr r2,r2,3
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lsl r2,r2,5
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add r1,r1,r2
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lsl r1,r1,1
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add r7,r7,r1 // Local tilemap address
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mov r8,r4
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//----------------------------------------
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// Check for "YOU WON!" graphics
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cmp r0,0x64
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bcc @@next2
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cmp r0,0x6D
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bcs @@next2
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// Copy pixel data from the fixed YOU WON! graphic in VRAM
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add r0,0xF0 // tile number
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add r0,r0,r4 // tile number with offset
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ldr r3,=0x6000000
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lsl r0,r0,5
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add r2,r0,r3 // VRAM address of YOU WON! graphic
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mov r0,r10
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mov r1,r11
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lsr r0,r0,3
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lsr r1,r1,3
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bl get_tile_number // get dest tile number
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add r0,r0,r4
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orr r6,r0
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strh r6,[r7] // update tilemap
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add r6,0x20
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add r7,0x40
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strh r6,[r7]
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lsl r0,r0,5
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add r1,r0,r3 // dest VRAM address
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mov r0,r2
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mov r2,8
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mov r4,r0
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mov r5,r1
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swi 0xC
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ldr r3,=0x3E0
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add r0,r0,r3
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add r1,r1,r3
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swi 0xC
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// End (return 8 as the width)
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mov r0,8
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mov r9,r0
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b @@end
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@@next2:
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//----------------------------------------
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ldr r0,=m2_widths_table
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lsl r1,r5,2 // Font number * 4
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ldr r0,[r0,r1]
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mov r3,r12 // Character
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lsl r2,r3,1
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ldrb r1,[r0,r2] // Virtual width
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mov r9,r1
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add r2,r2,1
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ldrb r0,[r0,r2] // Render width
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cmp r0,0
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beq @@end // Don't bother rendering a zero-width character
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ldr r2,=m2_height_table
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ldrb r2,[r2,r5]
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str r2,[sp,16] // No more registers, gotta store this on the stack
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mov r3,sp
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strb r0,[r3,9]
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strb r2,[r3,12]
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mov r1,r10
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lsl r1,r1,29
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lsr r1,r1,29
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strb r1,[r3,8]
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mov r1,4
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strb r1,[r3,10]
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mov r1,0xF
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strb r1,[r3,11]
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//----------------------------------------
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mov r0,r10
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mov r1,r11
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lsr r0,r0,3
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lsr r1,r1,3
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bl get_tile_number
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add r4,r0,r4
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lsl r0,r4,5
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mov r1,6
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lsl r1,r1,0x18
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add r0,r0,r1 // VRAM address
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str r0,[sp,0]
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//----------------------------------------
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ldr r0,=m2_font_table
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lsl r1,r5,2
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ldr r0,[r0,r1]
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mov r1,r12
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lsl r1,r1,5
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add r0,r0,r1 // Glyph address
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str r0,[sp,4]
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//----------------------------------------
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// Render left portion
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mov r0,sp
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bl print_left
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//----------------------------------------
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// Update the map
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orr r4,r6
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mov r1,r7
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@@prev2:
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strh r4,[r1,0]
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add r4,0x20
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add r1,0x40
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sub r2,r2,1
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bne @@prev2
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add r7,r7,2
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//----------------------------------------
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// Now we've rendered the left portion;
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// we need to determine whether or not to render the right portion
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ldrb r1,[r0,8] // VRAM x offset
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str r1,[sp,20] // No more registers, gotta store this on the stack
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ldrb r2,[r0,9] // Render width
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add r2,r1,r2
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cmp r2,8
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bls @@end
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// We still have more to render; figure out how much we already rendered
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mov r3,8
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sub r3,r3,r1
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strb r3,[r0,8]
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// Allocate a new tile
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mov r0,r10
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mov r1,r11
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lsr r0,r0,3
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add r0,r0,1
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lsr r1,r1,3
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bl get_tile_number
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add r0,r8
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mov r4,r0
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lsl r0,r0,5
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mov r1,6
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lsl r1,r1,0x18
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add r0,r0,r1
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str r0,[sp,0]
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mov r0,sp
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bl print_right
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//----------------------------------------
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// Update the map
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orr r4,r6
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mov r1,r7
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ldr r2,[sp,16]
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@@prev3:
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strh r4,[r1,0]
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add r4,0x20
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add r1,0x40
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sub r2,r2,1
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bne @@prev3
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add r7,r7,2
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//----------------------------------------
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// Now we've rendered the left and right portions;
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// we need to determin whether or not to do a final
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// right portion for super wide characters
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ldr r1,[sp,20] // Original pixel X offset
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ldrb r2,[r0,9] // Render width
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add r2,r1,r2 // Right side of glyph
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cmp r2,16
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bls @@end
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// We have one more chunk to render; figure out how much we already rendered
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mov r3,16
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sub r3,r3,r1
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strb r3,[r0,8]
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// Allocate a new tile
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mov r0,r10
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mov r1,r11
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lsr r0,r0,3
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add r0,r0,2
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lsr r1,r1,3
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bl get_tile_number
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add r0,r8
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mov r4,r0
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lsl r0,r0,5
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mov r1,6
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lsl r1,r1,0x18
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add r0,r0,r1
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str r0,[sp,0]
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mov r0,sp
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bl print_right
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//----------------------------------------
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// Update the map
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orr r4,r6
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mov r1,r7
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ldr r2,[sp,16]
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@@prev4:
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strh r4,[r1,0]
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add r4,0x20
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add r1,0x40
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sub r2,r2,1
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bne @@prev4
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add r7,r7,2
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//----------------------------------------
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@@end:
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mov r0,r9
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add sp,24
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pop {r4}
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mov r12,r4
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pop {r4-r7}
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mov r8,r4
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mov r9,r5
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mov r10,r6
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mov r11,r7
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pop {r1-r7,pc}
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.pool
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//=============================================================================
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// void print_left(void* structPointer)
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//=============================================================================
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// In:
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// r0: struct pointer
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// [r0+0]: VRAM address
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// [r0+4]: glyph address
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// [r0+8]: VRAM x offset (byte)
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// [r0+9]: render width (byte)
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// [r0+10]: background index (byte)
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// [r0+11]: foreground index (byte)
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// [r0+12]: height in tiles (byte)
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// [r0+13]: <unused> (3 bytes)
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print_left:
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push {r0-r7,lr}
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mov r7,r0
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//----------------------------------------
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ldr r6,[r7,0] // VRAM address
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ldr r3,[r7,4] // Glyph address
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ldrb r4,[r7,12] // Height in tiles
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@@loop:
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mov r5,8
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@@prev:
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ldr r0,[r6,0] // 4BPP VRAM row
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ldrb r1,[r7,11] // Foreground index
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bl reduce_bit_depth // Returns r0 = 1BPP VRAM row
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ldrb r1,[r7,9] // Glyph render width
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mov r2,32
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sub r2,r2,r1
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ldrb r1,[r3,0] // Glyph row
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lsl r1,r2 // Cut off the pixels we don't want to render
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lsr r1,r2
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ldrb r2,[r7,8] // X offset
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lsl r1,r2
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lsl r1,r1,0x18
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lsr r1,r1,0x18
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orr r0,r1
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ldrb r1,[r7,10]
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ldrb r2,[r7,11]
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bl expand_bit_depth
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str r0,[r6,0]
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add r6,r6,4
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add r3,r3,1
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sub r5,r5,1
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bne @@prev
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mov r0,0x1F
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lsl r0,r0,5
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add r6,r0,r6
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add r3,8
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sub r4,r4,1
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bne @@loop
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//----------------------------------------
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pop {r0-r7,pc}
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//=============================================================================
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// void print_right(void* structPointer)
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//=============================================================================
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// In:
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// r0: struct pointer
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// [r0+0]: VRAM address
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// [r0+4]: glyph address
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// [r0+8]: glyph x offset (byte)
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// [r0+9]: render width (byte)
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// [r0+10]: background index (byte)
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// [r0+11]: foreground index (byte)
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// [r0+12]: height in tiles (byte)
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// [r0+13]: <unused> (3 bytes)
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print_right:
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push {r0-r7,lr}
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mov r7,r0
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//----------------------------------------
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ldr r6,[r7,0] // VRAM address
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ldr r3,[r7,4] // Glyph address
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ldrb r4,[r7,12] // Height in tiles
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@@loop:
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mov r5,8
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@@prev:
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ldr r0,[r6,0] // 4BPP VRAM row
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ldrb r1,[r7,11] // Foreground index
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bl reduce_bit_depth // Returns r0 = 1BPP VRAM row
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ldrb r1,[r7,9] // Glyph render width
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mov r2,32
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sub r2,r2,r1
|
|
ldrb r1,[r3,0] // Glyph row
|
|
lsl r1,r2 // Cut off the pixels we don't want to render
|
|
lsr r1,r2
|
|
ldrb r2,[r7,8] // X offset
|
|
lsr r1,r2
|
|
lsl r1,r1,0x18
|
|
lsr r1,r1,0x18
|
|
orr r0,r1
|
|
ldrb r1,[r7,10]
|
|
ldrb r2,[r7,11]
|
|
bl expand_bit_depth
|
|
str r0,[r6,0]
|
|
add r6,r6,4
|
|
add r3,r3,1
|
|
sub r5,r5,1
|
|
bne @@prev
|
|
mov r0,0x1F
|
|
lsl r0,r0,5
|
|
add r6,r0,r6
|
|
add r3,8
|
|
sub r4,r4,1
|
|
bne @@loop
|
|
|
|
//----------------------------------------
|
|
pop {r0-r7,pc}
|
|
|
|
|
|
//==============================================================================
|
|
// byte reduce_bit_depth(int pixels)
|
|
// In:
|
|
// r0: row of 4BPP pixels
|
|
// r1: foreground index
|
|
// Out:
|
|
// r0: row of 1BPP pixels
|
|
//==============================================================================
|
|
|
|
// Some notes:
|
|
// - the goal is to reduce the 4BPP row of pixels in r0 to a 1BPP row according
|
|
// to the foreground index in r1
|
|
// - this is achieved quickly using a lookup
|
|
// - first step is to set all foreground pixels (each pixel is a nybble in r0) to 0,
|
|
// and all background pixels to non-zero
|
|
// - this is done by XOR-ing r0 with a row of foreground pixels, where a row of
|
|
// foreground pixels is just r1*0x11111111
|
|
// - when we index into the lookup table using the resulting XOR-ed value, we'll get
|
|
// a 1BPP value where each corresponding 0-nybble (a foreground pixel) is a 1
|
|
// and any corresponding non-zero-nybble is a 0
|
|
// - to keep the lookup table at a reasonable size we'll go 4 pixels at a time:
|
|
// there are thus 16^4 = 65536 possible index values and the lookup table will be 64KB
|
|
// - this uses 63 cycles while the previous method used 273 cycles
|
|
|
|
reduce_bit_depth:
|
|
push {r1-r3,lr}
|
|
|
|
ldr r3,=0x11111111
|
|
mul r1,r3
|
|
ldr r2,=m2_nybbles_to_bits
|
|
eor r0,r1
|
|
|
|
lsl r1,r0,16
|
|
lsr r1,r1,16
|
|
lsr r0,r0,16
|
|
ldrb r3,[r2,r0]
|
|
ldrb r0,[r2,r1]
|
|
lsl r3,r3,4
|
|
orr r0,r3
|
|
|
|
pop {r1-r3,pc}
|
|
.pool
|
|
|
|
|
|
|
|
//==============================================================================
|
|
// int expand_bit_depth(byte pixels)
|
|
// In:
|
|
// r0: row of 1BPP pixels
|
|
// r1: background index
|
|
// r2: foreground index
|
|
// Out:
|
|
// r0: row of 4BPP pixels
|
|
//==============================================================================
|
|
|
|
// - similar to reduce_bit_depth, we go fast using a lookup table
|
|
// - there are really 16 lookup tables, one for each possible value of r1/r2
|
|
// - we simply look up the word at (table + (r0*4) + (r1*1024)) to get the 4BPP
|
|
// expanded version of r0 using colour index r1 (or r2)
|
|
// - do it once for foreground, then invert r0 and do it again for background
|
|
// - XOR the two values together to get the final 4BPP row of pixels
|
|
// - this uses 61 cycles while the previous method used 287 cycles
|
|
|
|
expand_bit_depth:
|
|
push {r1-r6,lr}
|
|
ldr r6,=m2_bits_to_nybbles
|
|
|
|
// Foreground
|
|
lsl r4,r2,10
|
|
lsl r3,r0,2
|
|
add r5,r4,r6
|
|
ldr r2,[r5,r3]
|
|
|
|
// Background
|
|
lsl r4,r1,10
|
|
add r5,r4,r6
|
|
mov r4,0xFF
|
|
eor r0,r4
|
|
lsl r3,r0,2
|
|
ldr r1,[r5,r3]
|
|
|
|
orr r2,r1
|
|
mov r0,r2
|
|
|
|
pop {r1-r6,pc}
|
|
.pool
|
|
|
|
|
|
|
|
//==============================================================================
|
|
// void clear_window(WINDOW* window, int bgIndex)
|
|
// In:
|
|
// r0: window pointer
|
|
// r1: background index
|
|
//==============================================================================
|
|
|
|
// - clears all VWF-ified tiles in a window
|
|
clear_window:
|
|
push {r0-r3,lr}
|
|
add sp,-16
|
|
mov r3,r0
|
|
mov r0,sp
|
|
ldr r2,=0x30051EC
|
|
ldrh r2,[r2,0] // tile offset
|
|
strh r2,[r0,8]
|
|
ldr r2,=0x11111111
|
|
mul r1,r2
|
|
str r1,[r0,4] // empty row of pixels
|
|
|
|
ldrh r1,[r3,0x22] // window X
|
|
strh r1,[r0,0]
|
|
ldrh r1,[r3,0x24] // window Y
|
|
strh r1,[r0,2]
|
|
ldrh r1,[r3,0x26] // window width
|
|
strh r1,[r0,0xC]
|
|
ldrh r1,[r3,0x28] // window height
|
|
strh r1,[r0,0xE]
|
|
|
|
bl clear_rect
|
|
|
|
add sp,16
|
|
pop {r0-r3,pc}
|
|
.pool
|
|
|
|
|
|
//==============================================================================
|
|
// void clear_rect(CLEAR_RECT_STRUCT* data)
|
|
// In:
|
|
// r0: data pointer
|
|
// [r0+0x00]: x
|
|
// [r0+0x02]: y
|
|
// [r0+0x04]: empty row of pixels
|
|
// [r0+0x08]: tile offset
|
|
// [r0+0x0C]: width
|
|
// [r0+0x0E]: height
|
|
//==============================================================================
|
|
|
|
// - clears a rectangle
|
|
|
|
clear_rect:
|
|
push {r0-r6,lr}
|
|
|
|
ldrh r1,[r0,0xC] // width
|
|
ldrh r2,[r0,0xE] // height
|
|
ldrh r6,[r0,0] // initial X
|
|
mov r3,0 // current row
|
|
@@outer_start:
|
|
cmp r3,r2
|
|
bge @@end
|
|
mov r4,0 // current col
|
|
@@prev:
|
|
cmp r4,r1
|
|
bge @@inner_end
|
|
bl clear_tile_internal
|
|
ldrh r5,[r0,0]
|
|
add r5,r5,1
|
|
strh r5,[r0,0]
|
|
add r4,r4,1
|
|
b @@prev
|
|
@@inner_end:
|
|
ldrh r5,[r0,2]
|
|
add r5,r5,1
|
|
strh r5,[r0,2]
|
|
mov r5,r6
|
|
strh r5,[r0,0]
|
|
add r3,r3,1
|
|
b @@outer_start
|
|
|
|
@@end:
|
|
pop {r0-r6,pc}
|
|
|
|
|
|
//==============================================================================
|
|
// void clear_tile_internal(CLEAR_STRUCT* data)
|
|
// In:
|
|
// r0: data pointer
|
|
// [r0+0x00]: x
|
|
// [r0+0x02]: y
|
|
// [r0+0x04]: empty row of pixels
|
|
// [r0+0x08]: tile offset
|
|
//==============================================================================
|
|
|
|
// - clears a VWF tile at (x,y)
|
|
|
|
clear_tile_internal:
|
|
push {r0-r3,lr}
|
|
|
|
mov r3,r0
|
|
ldrh r0,[r3,0]
|
|
ldrh r1,[r3,2]
|
|
bl get_tile_number
|
|
ldrh r1,[r3,8]
|
|
add r0,r0,r1
|
|
lsl r1,r0,5
|
|
mov r0,6
|
|
lsl r0,r0,24
|
|
add r1,r0,r1 // VRAM dest address
|
|
add r0,r3,4 // source address
|
|
ldr r2,=0x1000008 // set the fixed source address flag + copy 8 words
|
|
swi 0xC // CpuFastSet
|
|
|
|
pop {r0-r3,pc}
|
|
.pool
|
|
|
|
|
|
//==============================================================================
|
|
// void print_blankstr(int x, int y, int width)
|
|
// In:
|
|
// r0: x (tile)
|
|
// r1: y (tile)
|
|
// r2: width (tile)
|
|
//==============================================================================
|
|
|
|
// - prints a blank string at (x,y) of width tiles
|
|
print_blankstr:
|
|
push {r0-r5,lr}
|
|
add sp,-16
|
|
mov r4,r0
|
|
mov r0,sp
|
|
|
|
strh r4,[r0,0]
|
|
strh r1,[r0,2]
|
|
ldr r1,=0x44444444
|
|
str r1,[r0,4]
|
|
ldr r1,=0x30051EC
|
|
ldrh r1,[r1,0]
|
|
str r1,[r0,8]
|
|
strh r2,[r0,0xC]
|
|
mov r2,2
|
|
strh r2,[r0,0xE]
|
|
bl clear_rect
|
|
|
|
add sp,16
|
|
pop {r0-r5,pc}
|
|
.pool
|
|
|
|
|
|
//==============================================================================
|
|
// void print_space(WINDOW* window)
|
|
// In:
|
|
// r0: window pointer
|
|
//==============================================================================
|
|
|
|
// - prints a space character to window
|
|
print_space:
|
|
push {r0-r1,lr}
|
|
add sp,-4
|
|
mov r1,0x50
|
|
str r1,[sp,0]
|
|
mov r1,sp
|
|
bl weld_entry
|
|
add sp,4
|
|
pop {r0-r1,pc}
|
|
|
|
|
|
//==============================================================================
|
|
// void copy_tile(int x1, int y1, int x2, int y2)
|
|
// In:
|
|
// r0,r1: x1,y1
|
|
// r2,r3: x2,y2
|
|
//==============================================================================
|
|
|
|
// - copies a tile from (x1,y1) to (x2,y2)
|
|
copy_tile:
|
|
push {r0-r4,lr}
|
|
|
|
// Get the source and dest tile numbers @@next offset
|
|
bl get_tile_number
|
|
mov r4,r0
|
|
mov r0,r2
|
|
mov r1,r3
|
|
bl get_tile_number
|
|
mov r3,r0
|
|
ldr r0,=0x30051EC
|
|
ldrh r1,[r0,0]
|
|
add r0,r1,r4 // source tile
|
|
add r1,r1,r3 // dest tile
|
|
|
|
// Get VRAM addresses
|
|
mov r2,6
|
|
lsl r2,r2,0x18 // VRAM tile base
|
|
lsl r0,r0,5
|
|
lsl r1,r1,5
|
|
add r0,r0,r2 // VRAM source address
|
|
add r1,r1,r2 // VRAM dest address
|
|
|
|
// Copy
|
|
mov r2,8
|
|
swi 0xC
|
|
|
|
pop {r0-r4,pc}
|
|
.pool
|
|
|
|
|
|
//==============================================================================
|
|
// void copy_tile_up(int x, int y)
|
|
// In:
|
|
// r0,r1: x,y
|
|
//==============================================================================
|
|
|
|
// - copies a tile upward by one line (16 pixels)
|
|
copy_tile_up:
|
|
push {r2-r3,lr}
|
|
sub r3,r1,2
|
|
mov r2,r0
|
|
bl copy_tile
|
|
pop {r2-r3,pc}
|