90 lines
2.2 KiB
C
90 lines
2.2 KiB
C
/*
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* Copyright (c) 2024 Scott Duensing, scott@kangaroopunch.com
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef WITHOUT_SPRITE
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#ifndef F256LIB_AMALGAMATED_BUILD
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#include "f_sprite.h"
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#endif
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#define OFF_SPR_ADL_L 1
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#define OFF_SPR_POS_X_L 4
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#define OFF_SPR_POS_Y_L 6
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static byte _spriteCtl[64];
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void spriteDefine(byte s, uint32_t address, byte size, byte CLUT, byte layer) {
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uint16_t sprite = VKY_SP0_CTRL + (s * 8);
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byte sz;
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switch (size) {
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case 8:
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sz = 3;
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break;
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case 16:
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sz = 2;
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break;
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case 24:
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sz = 1;
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break;
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case 32:
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sz = 0;
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break;
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}
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_spriteCtl[s] = (sz << 5) | (layer << 3) | (CLUT << 1);
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POKE(sprite, _spriteCtl[s]);
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POKEA(sprite + OFF_SPR_ADL_L, address);
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}
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void spriteSetPosition(byte s, uint16_t x, uint16_t y) {
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uint16_t sprite = VKY_SP0_CTRL + (s * 8);
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POKEW(sprite + OFF_SPR_POS_X_L, x);
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POKEW(sprite + OFF_SPR_POS_Y_L, y);
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}
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void spriteSetVisible(byte s, bool v) {
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uint16_t sprite = VKY_SP0_CTRL + (s * 8);
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POKE(sprite, _spriteCtl[s] | v);
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}
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void spriteReset(void) {
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byte x;
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// Init and Hide all sprites.
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for (x=0; x<64; x++) {
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_spriteCtl[x] = 0;
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//spriteSetVisible(x, false);
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}
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}
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#endif
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