/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY| without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "../../platform/atari/symbols.h" .global SYM(asm_draw_4bpl_sprite) .global SYM(asm_draw_8bpl_sprite) .text | extern void asm_draw_4bpl_sprite(uint16 *dstBuffer, const uint16 *srcBuffer, const uint16 *srcMask, | uint destX, uint destY, uint dstPitch, uint w, uint h); | SYM(asm_draw_4bpl_sprite): movem.l d0-d7/a0-a2,-(sp) | 11 longs #ifdef __FASTCALL__ move.l a0,a2 | a2: dstBuffer | a1: srcBuffer move.l (4+11*4,sp),a0 | a0: srcMask | d0.w: destX | d1.w: destY move.l d2,d3 | d3.w: dstPitch ext.l d3 | d3.l: dstPitch move.l (8+11*4,sp),d6 | d6.w: w lsr.w #4,d6 | d6.w: w/16 move.l (12+11*4,sp),d7 | d7.w: h #else move.l (4+11*4,sp),a2 | a2: dstBuffer move.l (8+11*4,sp),a1 | a1: srcBuffer move.l (12+11*4,sp),a0 | a0: srcMask move.l (16+11*4,sp),d0 | d0.w: destX move.l (20+11*4,sp),d1 | d1.w: destY move.l (24+11*4,sp),d3 | d3.w: dstPitch ext.l d3 | d3.l: dstPitch move.l (28+11*4,sp),d6 | d6.w: w lsr.w #4,d6 | d6.w: w/16 move.l (32+11*4,sp),d7 | d7.w: h #endif | Draws a 4 bitplane sprite at any position on screen. | (c) 1999 Pieter van der Meer (EarX) | | INPUT: d0.w: x position of sprite on screen (left side) | d1.w: y position of sprite on screen (top side) | d6.w: number of 16pixel X blocks to do | d7.w: number of Y lines to to | a0: address of maskdata | a1: address of bitmapdata | a2: screen start address move.w d0,d2 | / Calculate the andi.w #0b111111110000,d0 | | number of bits sub.w d0,d2 | \ to shift right. lsr.w #1,d0 | / Add x-position to adda.w d0,a2 | \ screenaddress. mulu.w d3,d1 | / Add y-position to adda.l d1,a2 | \ screenaddress. move.w d6,d1 | / Prepare lsl.w #3,d1 | | offset move.l d3,d4 | | to next sub.w d1,d4 | \ screenline. subq.w #1,d7 | Adjust for dbra. subq.w #1,d6 | Adjust for dbra. move.w d6,d5 | Backup xloopcount in d5.w. moveq #16,d1 | Size of two chunks. sprite4_yloop: move.w d5,d6 | Restore xloop counter. sprite4_xloop: moveq #0xffffffff,d0 | Prepare for maskshifting. move.w (a0)+,d0 | Get 16pixel mask in d0.w. ror.l d2,d0 | Shift it! and.w d0,(a2)+ | Mask bitplane 0. and.w d0,(a2)+ | Mask bitplane 1. and.w d0,(a2)+ | Mask bitplane 2. and.w d0,(a2)+ | Mask bitplane 3. swap d0 | Get overspill in loword. and.w d0,(a2)+ | Mask overspill bitplane 0. and.w d0,(a2)+ | Mask overspill bitplane 1. and.w d0,(a2)+ | Mask overspill bitplane 2. and.w d0,(a2)+ | Mask overspill bitplane 3. suba.l d1,a2 | Return to blockstart. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 0. swap d0 | Get overspill in loword. or.w d0,6(a2) | Paint overspill bitplane 0. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 1. swap d0 | Get overspill in loword. or.w d0,6(a2) | Paint overspill bitplane 1. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 2. swap d0 | Get overspill in loword. or.w d0,6(a2) | Paint overspill bitplane 2. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 3. swap d0 | Get overspill in loword. or.w d0,6(a2) | Paint overspill bitplane 3. dbra d6,sprite4_xloop | Loop until blocks done. adda.l d4,a2 | Goto next screenline. dbra d7,sprite4_yloop | Loop until lines done. movem.l (sp)+,d0-d7/a0-a2 rts | extern void asm_draw_8bpl_sprite(uint16 *dstBuffer, const uint16 *srcBuffer, const uint16 *srcMask, | uint destX, uint destY, uint dstPitch, uint w, uint h); | SYM(asm_draw_8bpl_sprite): movem.l d0-d7/a0-a2,-(sp) | 11 longs #ifdef __FASTCALL__ move.l a0,a2 | a2: dstBuffer | a1: srcBuffer move.l (4+11*4,sp),a0 | a0: srcMask | d0.w: destX | d1.w: destY move.l d2,d3 | d3.w: dstPitch ext.l d3 | d3.l: dstPitch move.l (8+11*4,sp),d6 | d6.w: w lsr.w #4,d6 | d6.w: w/16 move.l (12+11*4,sp),d7 | d7.w: h #else move.l (4+11*4,sp),a2 | a2: dstBuffer move.l (8+11*4,sp),a1 | a1: srcBuffer move.l (12+11*4,sp),a0 | a0: srcMask move.l (16+11*4,sp),d0 | d0.w: destX move.l (20+11*4,sp),d1 | d1.w: destY move.l (24+11*4,sp),d3 | d3.w: dstPitch ext.l d3 | d3.l: dstPitch move.l (28+11*4,sp),d6 | d6.w: w lsr.w #4,d6 | d6.w: w/16 move.l (32+11*4,sp),d7 | d7.w: h #endif move.w d0,d2 | / Calculate the andi.w #0b111111110000,d0 | | number of bits sub.w d0,d2 | \ to shift right. adda.w d0,a2 | Add x-position to screenaddress. mulu.w d3,d1 | / Add y-position to adda.l d1,a2 | \ screenaddress. move.w d6,d1 | / Prepare lsl.w #4,d1 | | offset move.l d3,d4 | | to next sub.w d1,d4 | \ screenline. subq.w #1,d7 | Adjust for dbra. subq.w #1,d6 | Adjust for dbra. move.w d6,d5 | Backup xloopcount in d5.w. moveq #32,d1 | Size of two chunks. sprite8_yloop: move.w d5,d6 | Restore xloop counter. sprite8_xloop: moveq #0xffffffff,d0 | Prepare for maskshifting. move.w (a0)+,d0 | Get 16pixel mask in d0.w. ror.l d2,d0 | Shift it! and.w d0,(a2)+ | Mask bitplane 0. and.w d0,(a2)+ | Mask bitplane 1. and.w d0,(a2)+ | Mask bitplane 2. and.w d0,(a2)+ | Mask bitplane 3. and.w d0,(a2)+ | Mask bitplane 4. and.w d0,(a2)+ | Mask bitplane 5. and.w d0,(a2)+ | Mask bitplane 6. and.w d0,(a2)+ | Mask bitplane 7. swap d0 | Get overspill in loword. and.w d0,(a2)+ | Mask overspill bitplane 0. and.w d0,(a2)+ | Mask overspill bitplane 1. and.w d0,(a2)+ | Mask overspill bitplane 2. and.w d0,(a2)+ | Mask overspill bitplane 3. and.w d0,(a2)+ | Mask overspill bitplane 4. and.w d0,(a2)+ | Mask overspill bitplane 5. and.w d0,(a2)+ | Mask overspill bitplane 6. and.w d0,(a2)+ | Mask overspill bitplane 7. suba.l d1,a2 | Return to blockstart. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 0. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 0. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 1. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 1. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 2. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 2. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 3. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 3. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 4. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 4. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 5. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 5. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 6. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 6. moveq #0,d0 | Prepare for bitmapshifting. move.w (a1)+,d0 | Get bitplaneword in d0.w. ror.l d2,d0 | Shift it. or.w d0,(a2)+ | Paint bitplane 7. swap d0 | Get overspill in loword. or.w d0,14(a2) | Paint overspill bitplane 7. dbra d6,sprite8_xloop | Loop until blocks done. adda.l d4,a2 | Goto next screenline. dbra d7,sprite8_yloop | Loop until lines done. movem.l (sp)+,d0-d7/a0-a2 rts .bss .even save_pal: ds.l 256+16/2 | old colours (sized for falcon+ste palette) save_video: ds.b 32+12+2 | old video regs (size of falcon regs)