mario-kart-casio/src/tilemap.S

309 lines
8.0 KiB
ArmAsm

.global _getTileID
.type _getTileID, @function
_getTileID: # (r4: xPos, r5: yPos) -> r0
mov r4, r0
or r5, r0
shlr8 r0
tst #0b11111000, r0
# T is now 0 if we want to return 0
bf .return0
# otherwise, continue
mov #-3, r1
shad r1, r4
shad r1, r5
# multiply r5 by 256
shll8 r5
add r5, r4
# read from the tilemap
mov.l .tilemap, r0
# now r0 = _tilemap symbol = address of the variable, which is an array
# shll2 r4
mov.b @(r0, r4), r0
rts
extu.b r0, r0
.return0:
rts
mov #0, r0
# .align 4
# .tilemap:
# .long _tilemap
# extern unsigned char tileset[256][64];
# extern unsigned short palette[256];
# extern unsigned char tilemap[256 * 256];
#
# unsigned short __attribute__ ((hot)) samplePixel(int xPos, int yPos) {
# xPos += xOffset;
# yPos += yOffset;
#
# // Divide by 4
# xPos = xPos >> 2;
# yPos = yPos >> 2;
#
# // Get the position of the pixel in the tile
# int xPixelInTile = xPos & (8 - 1);
# int yPixelInTile = yPos & (8 - 1);
#
# // Get the colour of the pixel in the tile
# unsigned char tileID = getTileID(xPos, yPos);
# unsigned char index = tileset[tileID][(yPixelInTile * 8) + xPixelInTile];
# return palette[index];
# }
.global _samplePixel
.type _samplePixel, @function
_samplePixel: # (r4: xPos, r5: yPos) -> r0
# TODO: When inlining this into the loop, we can make sure to only do these loads once if we have the registers available
# add xOffset to xPos
mov.l .xOffset, r1
mov.w @r1, r1
add r1, r4
# add yOffset to yPos
mov.l .yOffset, r1
mov.w @r1, r1
add r1, r5
# divide by 4
shlr2 r4
shlr2 r5
# get the position of the pixel in the tile
# copy them into other registers so we can use the original ones for the tileID
mov r4, r6
mov #0b111, r0
and r0, r6
mov r5, r7
and r0, r7
# get the colour of the pixel in the tile
# get the tile ID by calling getTileID
# Inlined version of getTileID
mov r4, r0
or r5, r0
shlr8 r0
tst #0b11111000, r0
# T is now 0 if we want to return 0
bf .return0v2
# otherwise, continue
mov #-3, r1
shad r1, r4
shad r1, r5
# multiply r5 by 256
shll8 r5
add r5, r4
# read from the tilemap
mov.l .tilemap, r0
# now r0 = _tilemap symbol = address of the variable, which is an array
# shll2 r4
mov.b @(r0, r4), r0
bra .end
extu.b r0, r0
.return0v2:
# rts
mov #0, r0
.end:
# r0 now contains the tile ID
# multiply r7 by 8
# Happens in branch delay slot
shll2 r7
add r7, r7
# add r6 to r7
add r6, r7
# multiply r0 by 64
shll8 r0
shlr2 r0
# add r0 to r7
add r0, r7
# read from the tileset
mov.l .tileset, r0
# now r0 = _tileset symbol = address of the variable, which is an array
mov.b @(r0, r7), r0
extu.b r0, r0
# read from the palette
mov.l .palette, r1
# now r1 = _palette symbol = address of the variable, which is an array
# multiply r0 by 2
add r0, r0
# read from the palette
mov.w @(r0, r1), r0
rts
extu.w r0, r0
# void draw3DLine(int x, int y, int dx, int dy, int y2,/*, unsigned int* vramLine*/) {
# for (unsigned short x2 = 0; x2 < 198; x2++) {
# color_t col = samplePixel(x >> 16, y >> 16);
# *vramLine = (col << 16 | col);
# vramLine++;
#
# x += dx;
# y += dy;
# }
# }
.global _draw3DLine
.type _draw3DLine, @function
_draw3DLine: # (r4: x, r5: y, r6: dx, r7: dy) -> r0
# vramLine is stored in a global because I don't want to deal with loading it from the stack
# Save registers
mov.l r8,@-r15
mov.l r9,@-r15
mov.l r10,@-r15
mov.l r11,@-r15
mov.l r12,@-r15
mov.l r13,@-r15
mov.l r14,@-r15
# Copy dx and dy into r13 and r14 (otherwise they get overwritten)
mov r6, r13
mov r7, r14
# Load vramLine into r8
mov.l .vramLine, r8
mov.l @r8, r8
# Load xOffset into r12
mov.l .xOffset, r12
mov.w @r12, r12
# Load yOffset into r2
mov.l .yOffset, r2
mov.w @r2, r2
# Use r9 as the loop counter
# Load 198 into it and go backwards
# Counting down is better because we only have to load the value of 198 once
mov.w .halfWidth, r9
.loop:
# Set r10 to x >> 16
swap.w r4, r10
exts.w r10, r10
# Set r11 to y >> 16
swap.w r5, r11
exts.w r11, r11
# Call samplePixel
# START: INLINED VERSION OF samplePixel
# (though I made some changes to it to optimize it)
# add xOffset to xPos
add r12, r10
# add yOffset to yPos
add r2, r11
# divide by 4
shlr2 r10
mov #0b111, r0
shlr2 r11
# get the position of the pixel in the tile
# copy them into other registers so we can use the original ones for the tileID
mov r10, r6
and r0, r6
mov r11, r7
and r0, r7
# get the colour of the pixel in the tile
# get the tile ID by calling getTileID
# START: INLINED VERSION OF getTileID
# (also with some changes to optimize it)
mov r10, r0
or r11, r0
shlr8 r0
tst #0b11111000, r0
# T is now 0 if we want to return 0
bf.s .endv2
mov #0, r0
# otherwise, continue
mov #-3, r1
shad r1, r10
shad r1, r11
# now r0 = _tilemap symbol = address of the variable, which is an array
mov.l .tilemap, r0
# multiply r11 by 256
shll8 r11
add r11, r10
# read from the tilemap
# shll2 r10
mov.b @(r0, r10), r0
bra .endv2
extu.b r0, r0
.endv2:
# END: INLINED VERSION OF getTileID
# r0 now contains the tile ID
# multiply r7 by 8
# Happens in branch delay slot
mov #3, r1
shad r1, r7
# add r6 to r7
add r6, r7
# multiply r0 by 64
mov #6, r1
shad r1, r0
# add r0 to r7
add r0, r7
# read from the tileset
mov.l .tileset, r0
# now r0 = _tileset symbol = address of the variable, which is an array
mov.b @(r0, r7), r0
# read from the palette
mov.l .palette, r1
extu.b r0, r0
# now r1 = _palette symbol = address of the variable, which is an array
# multiply r0 by 2
add r0, r0
# read from the palette
mov.w @(r0, r1), r0
extu.w r0, r0
# END: INLINED VERSION OF samplePixel
# Set r1 to the result
mov r0, r1
# Shift r1 left by 16
shll16 r1
# OR r1 with r0
or r0, r1
# Store r12 in vramLine
mov.l r1, @r8
# Decrement the loop counter and check if it's 0
dt r9
# Increment vramLine
add #4, r8
# Increment x by dx
add r13, r4
bf.s .loop
# Increment y by dy (branch delay slot)
add r14, r5
# Restore registers
mov.l @r15+,r14
mov.l @r15+,r13
mov.l @r15+,r12
mov.l @r15+,r11
mov.l @r15+,r10
mov.l @r15+,r9
rts
mov.l @r15+,r8
.align 2
.halfWidth:
.word 198
.align 4
.vramLine:
.long _vramLine
.align 4
.xOffset:
.long _xOffset
.align 4
.yOffset:
.long _yOffset
.align 4
.tilemap:
.long _tilemap
.align 4
.tileset:
.long _tileset
.align 4
.palette:
.long _palette