Re: A86: Missle Shooting Problems
[Prev][Next][Index][Thread]
Re: A86: Missle Shooting Problems
assets wrote:
> this will work only if you fixed the putsprite routine to use xor
Here...use my routine... =)
;FastSprite_______________________________
;by Tim Farrell |
;Input: Sprite in (HL), (b,c) |
;Output: Sprite xor'ed onto the screen |
;Destroyed: none |
;-----------------------------------------
FastSprite:
push af
push bc
push de
push ix
push hl
push hl ;\
pop ix ; > hl -> ix
ld hl, FSByte ;> point to Tempbyte
ld (hl), c ;> put c into Byte for later use
ld a, b
rrca ;\
rrca ; > divide x by 8 in accumulator
rrca ;/
rld ;> Rotate left 4 bytes
or $FC ;> add a and $FC
ld l, (hl) ;\
ld h, a ; > buncha loading going on
ld a, b ;/
and 7 ;> mask out the shift number
ld d, a ;> save the shift number
ld e, 8
FSLoop:
ld a, (ix) ;> get sprite data
ld b, a
inc ix ;> point to new sprite data byte
ld c, 0 ;> clear c for shift use
ld a, d ;> restore shift # for use
cp 0
jp z, NoShift
ld a, b
ld b, d
FSShift:
srl a ;\
rr c ; \
dec b ; > shift until b < 0
jp z, Shiftend ; /
jp FSShift ;/
NoShift:
ld a, b
Shiftend:
xor (hl) ;> mix the shifted sprite w/screen
ld (hl), a ;> and draw it to the screen
inc hl ;> hl points to next screen byte
ld a, c ;> accumulate the remaining shifted data
xor (hl) ;> mix 'em
ld (hl), a ;> draw it
ld a, 15 ;\
add a, l ; \
ld l, a ; > Inc the <HL> 1 y value.
jp nc, FSNoinc ; /
inc h ;/
FSNoinc:
dec e ; >check if loop is finished
jp nz, FSLoop ;/
pop hl ;\
pop ix ; \
pop de ; > mmmpop boop be doop mmmpop
pop bc ; /
pop af ;/
ret
FSByte: .db $00
--
Tercero -- Email: mailto:tercero@busprod.com
"The stone the builders rejected has become the capstone;"
--Psalms 118:22
"Everyone who falls on that stone will be broken to pieces,
but he on whom it falls will be crushed."
--Luke 20:18
References: