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authorJuan J. Martinez <jjm@usebox.net>2023-11-05 11:22:55 +0000
committerJuan J. Martinez <jjm@usebox.net>2023-11-05 11:31:28 +0000
commit2fbdf974338bde8576efdae40a819a76b2391033 (patch)
tree64d41a37470143f142344f9a439d96de3e7918c2 /lib/cpcrslib/TileMap.h
downloadkitsunes-curse-2fbdf974338bde8576efdae40a819a76b2391033.tar.gz
kitsunes-curse-2fbdf974338bde8576efdae40a819a76b2391033.zip
Initial import of the open source release
Diffstat (limited to 'lib/cpcrslib/TileMap.h')
-rw-r--r--lib/cpcrslib/TileMap.h304
1 files changed, 304 insertions, 0 deletions
diff --git a/lib/cpcrslib/TileMap.h b/lib/cpcrslib/TileMap.h
new file mode 100644
index 0000000..6240bad
--- /dev/null
+++ b/lib/cpcrslib/TileMap.h
@@ -0,0 +1,304 @@
+
+.globl _tiles
+.globl _pantalla_juego
+.globl _tiles_tocados
+.globl _posiciones_pantalla
+.globl _posiciones_super_buffer
+.globl _tabla_y_ancho_pantalla
+
+
+;.globl _posicion_inicial_area_visible
+;.globl _posicion_inicial_superbuffer
+;.globl _ancho_pantalla_bytes
+;.globl _alto_pantalla_bytes
+;.globl _ancho_pantalla_bytes_visible
+
+
+; ***************************************************
+; Transparent colour for cpc_PutTrSpTileMap2b routine
+;.globl _mascara1
+;.globl _mascara2
+; ***************************************************
+
+;.globl _tiles_ocultos_ancho0
+;.globl _tiles_ocultos_alto0
+;.globl _tiles_ocultos_ancho1
+;.globl _tiles_ocultos_alto1
+
+
+;.globl _posicion_inicio_pantalla_visible
+;.globl _posicion_inicio_pantalla_visible_sb
+
+
+
+;.globl _tile
+; ***************************************************
+; Scroll Left Addresses column
+; not requiered if scroll not used
+.globl _ColumnScr
+; ***************************************************
+
+
+; ***************************************************
+; Transparent colour for cpc_PutTrSpTileMap2b routine
+; For printing sprites using transparent color (mode 0) transparent color selection is requiered.
+; Selección color transparente. Escribir las 2 máscaras que correspondan al color elegido.
+;Example colour number 7:
+mascara1 = #0
+mascara2 = #0
+
+
+;0: #0x00, #0x00
+;1: #0x80, #0x40
+;2: #0x04, #0x08
+;3: #0x44, #0x88
+;4: #0x10, #0x20
+;5: #0x50, #0xA0
+;6: #0x14, #0x28
+;7: #0x54, #0xA8
+;8: #0x01, #0x02
+;9: #0x41, #0x82
+;10: #0x05, #0x0A
+;11: #0x45, #0x8A
+;12: #0x11, #0x22
+;13: #0x51, #0xA2
+;14: #0x15, #0x2A
+;15: #0x55, #0xAA
+; ***************************************************
+
+
+
+
+;------------------------------------------------------------------------------------
+; SCREEN AND BUFFER ADDRESSES
+; VALORES QUE DEFINEN EL BUFFER Y LA PANTALLA
+;------------------------------------------------------------------------------------
+
+posicion_inicial_area_visible = #0xc0A4
+posicion_inicial_superbuffer = #0x100
+
+
+;------------------------------------------------------------------------------------
+
+;------------------------------------------------------------------------------------
+; TILE MAP DIMENSIONS
+;------------------------------------------------------------------------------------
+
+T_WIDTH = 32 ;max=40 ;dimensiones de la pantalla en tiles
+T_HEIGHT = 16 ;max=20
+
+
+;Invisible tile margins:
+T_WH = 2
+T_HH = 0
+;------------------------------------------------------------------------------------
+
+
+tiles_ocultos_ancho0 = T_WH
+tiles_ocultos_alto0 = T_HH
+tiles_ocultos_ancho1 = T_WIDTH - T_WH - 1
+tiles_ocultos_alto1 = T_HEIGHT - T_HH - 1
+
+;------------------------------------------------------------------------------------
+; Other parameters (internal use)
+;------------------------------------------------------------------------------------
+;------------------------------------------------------------------------------------
+
+ancho_pantalla_bytes = 2*T_WIDTH ; 2*T_WIDTH; ; El ancho de pantalla influye determinantemente en numerosas rutinas que hay que actualizar si se cambia
+ ; OJO con el modo
+alto_pantalla_bytes = 8*T_HEIGHT;
+ancho_pantalla_bytes_visible = 2*T_WIDTH ;32 ; 64; ;dentro del area definida, cuanto se debe mostrar. 2*T_WIDTH
+
+;El tamaño del buffer es ancho_pantalla_bytes*alto_pantalla_bytes
+
+_TileMapConf:
+;------------------------------------------------------------------------------------
+;Con la definición del mapeado hay que tener en cuenta que las coordenadas son:
+;ANCHO=64 bytes (128 pixels en modo 0)
+;ALTO=128 pixels
+;el máximo que entra en el CPC es 20 líneas
+;SI NO SE VAN A USAR TODAS LAS LINEAS, PARA AHORRA MEMORIA ES INTERESANTE COMENTARLAS
+_posiciones_pantalla: ;Posiciones en las que se dibujan los tiles
+.DW #posicion_inicial_area_visible+#0x50*0
+.DW #posicion_inicial_area_visible+#0x50*1
+.DW #posicion_inicial_area_visible+#0x50*2
+.DW #posicion_inicial_area_visible+#0x50*3
+.DW #posicion_inicial_area_visible+#0x50*4
+.DW #posicion_inicial_area_visible+#0x50*5
+.DW #posicion_inicial_area_visible+#0x50*6
+.DW #posicion_inicial_area_visible+#0x50*7
+.DW #posicion_inicial_area_visible+#0x50*8
+.DW #posicion_inicial_area_visible+#0x50*9
+.DW #posicion_inicial_area_visible+#0x50*10
+.DW #posicion_inicial_area_visible+#0x50*11
+.DW #posicion_inicial_area_visible+#0x50*12
+.DW #posicion_inicial_area_visible+#0x50*13
+.DW #posicion_inicial_area_visible+#0x50*14
+.DW #posicion_inicial_area_visible+#0x50*15
+.DW #posicion_inicial_area_visible+#0x50*16
+.DW #posicion_inicial_area_visible+#0x50*17
+.DW #posicion_inicial_area_visible+#0x50*18
+.DW #posicion_inicial_area_visible+#0x50*19
+
+_posiciones_super_buffer: ;muestra el inicio de cada línea (son 10 tiles de 8x16 de alto)
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*0
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*1
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*2
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*3
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*4
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*5
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*6
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*7
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*8
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*9
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*10
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*11
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*12
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*13
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*14
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*15
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*16
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*17
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*18
+.DW #posicion_inicial_superbuffer+8*ancho_pantalla_bytes*19
+
+
+
+
+; ***************************************************
+; Scroll Left Addresses column. DECRAPTED
+; not requiered if scroll not used comment it ;)
+_ColumnScr:
+; ***************************************************
+
+
+_pantalla_actual: .DW #0
+_pantalla_juego: ;en tiles
+;defs T_WIDTH*T_HEIGHT
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0,#0
+.DB #0xFF ;Este byte es importante, marca el fin de la pantalla.
+
+
+_fondo_pantalla_juego: ;en tiles
+;defs T_WIDTH*T_HEIGHT
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#13,#14,#17,#13,#14,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#15,#16,#17,#15,#16,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+.DB #17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17,#17
+
+
+_tiles_tocados:
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+.DB #0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF,#0xFF
+ ;defs 150 ;150 ;cuando un tile es tocado, se marca en esta tabla para luego restaurarlo. Es una tabla sin duplicados.
+
+
+_tabla_y_ancho_pantalla:
+.dw #_pantalla_juego + #0
+.dw #_pantalla_juego + #1*T_WIDTH
+.dw #_pantalla_juego + #2*T_WIDTH
+.dw #_pantalla_juego + #3*T_WIDTH
+.dw #_pantalla_juego + #4*T_WIDTH
+.dw #_pantalla_juego + #5*T_WIDTH
+.dw #_pantalla_juego + #6*T_WIDTH
+.dw #_pantalla_juego + #7*T_WIDTH
+.dw #_pantalla_juego + #8*T_WIDTH
+.dw #_pantalla_juego + #9*T_WIDTH
+.dw #_pantalla_juego + #10*T_WIDTH
+.dw #_pantalla_juego + #11*T_WIDTH
+.dw #_pantalla_juego + #12*T_WIDTH
+.dw #_pantalla_juego + #13*T_WIDTH
+.dw #_pantalla_juego + #14*T_WIDTH
+.dw #_pantalla_juego + #15*T_WIDTH
+.dw #_pantalla_juego + #16*T_WIDTH
+.dw #_pantalla_juego + #17*T_WIDTH
+.dw #_pantalla_juego + #18*T_WIDTH
+.dw #_pantalla_juego + #19*T_WIDTH
+
+;_tabla_y_x_ancho2:
+;.dw #ancho_pantalla_bytes * 0 /2
+;.dw #ancho_pantalla_bytes * 1 /2
+;.dw #ancho_pantalla_bytes * 2 /2
+;.dw #ancho_pantalla_bytes * 3 /2
+;.dw #ancho_pantalla_bytes * 4 /2
+;.dw #ancho_pantalla_bytes * 5 /2
+;.dw #ancho_pantalla_bytes * 6 /2
+;.dw #ancho_pantalla_bytes * 7 /2
+;.dw #ancho_pantalla_bytes * 8 /2
+;.dw #ancho_pantalla_bytes * 9 /2
+;.dw #ancho_pantalla_bytes * 10 /2
+;.dw #ancho_pantalla_bytes * 11 /2
+;.dw #ancho_pantalla_bytes * 12 /2
+;.dw #ancho_pantalla_bytes * 13 /2
+;.dw #ancho_pantalla_bytes * 14 /2
+;.dw #ancho_pantalla_bytes * 15 /2
+;.dw #ancho_pantalla_bytes * 16 /2
+;.dw #ancho_pantalla_bytes * 17 /2
+;.dw #ancho_pantalla_bytes * 18 /2
+;.dw #ancho_pantalla_bytes * 19 /2
+
+
+;------------------------------------------------------------------------------------
+; TILE DATA. TILES MUST BE DEFINED HERE
+;------------------------------------------------------------------------------------
+
+
+_tiles: ;Son de 2x8 bytes
+;tile 0
+.db #0x00,#0x00
+.db #0x40,#0x00
+.db #0x40,#0x00
+.db #0x40,#0x00
+.db #0x40,#0x00
+.db #0x40,#0x00
+.db #0x40,#0xC0
+.db #0x00,#0x00
+;tile 1
+.db #0x3C,#0x00
+.db #0x3C,#0x00
+.db #0x00,#0x3C
+.db #0x00,#0x3C
+.db #0x3C,#0x00
+.db #0x3C,#0x00
+.db #0x00,#0x3C
+.db #0x00,#0x3C
+;tile 2
+.db #0x00,#0x00
+.db #0x15,#0x00
+.db #0x00,#0x2A
+.db #0x15,#0x00
+.db #0x00,#0x2A
+.db #0x15,#0x00
+.db #0x00,#0x00
+.db #0x00,#0x00