2019-11-21 20:53:24 +00:00
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#include "th03/hardware/vram.hpp"
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extern int sprite16_put_h;
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extern VRAMWord sprite16_put_w;
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extern int sprite16_clip_left;
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extern int sprite16_clip_right;
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[Decompilation] [th03] Sprite display calls
Yes, decompilation, of something that was so obviously originally
written in ASM. We're still left with two un-decompilable instructions
here, but I'm amazed at how nicely I was able to abstract away all of
the gory register details, leading to pretty clear, readable, and dare
I say *portable* code?! Turbo C++ was once again pretty helpful here:
• `static_cast<char>(_BX) = _AL` actually compiles into `MOV BL, AL`,
as you would have intended,
• and no-op assignments like _DI = _DI are optimized away, allowing
us to leave them in for clarity, so that we can have all parameter
assignments for the SPRITE16 display call in a single place.
I love this compiler.
Part of P0060, funded by Touhou Patch Center.
2019-11-22 21:25:41 +00:00
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enum sprite16_put_func_t {
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SPF_NORMAL = 0,
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// Repeatedly draws the sprite to form a gapless column, starting from the
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// top Y coordinate given to sprite16_putx() down to the bottom of VRAM.
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SPF_DOWNWARDS_COLUMN = 24,
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2020-03-29 15:08:04 +00:00
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_sprite16_put_func_t_FORCE_INT = 0xFFFF
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[Decompilation] [th03] Sprite display calls
Yes, decompilation, of something that was so obviously originally
written in ASM. We're still left with two un-decompilable instructions
here, but I'm amazed at how nicely I was able to abstract away all of
the gory register details, leading to pretty clear, readable, and dare
I say *portable* code?! Turbo C++ was once again pretty helpful here:
• `static_cast<char>(_BX) = _AL` actually compiles into `MOV BL, AL`,
as you would have intended,
• and no-op assignments like _DI = _DI are optimized away, allowing
us to leave them in for clarity, so that we can have all parameter
assignments for the SPRITE16 display call in a single place.
I love this compiler.
Part of P0060, funded by Touhou Patch Center.
2019-11-22 21:25:41 +00:00
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};
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// Draws the sprite with the given offset in the SPRITE16_SPRITE_AREA at the
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// given (left, top) position in screen (not VRAM) coordinates. The left and
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// right parts of the sprite are clipped in 16-pixel increments to stay within
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// the left and right clipping points, so make sure to hide at least 16 more
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// pixels right of `sprite16_clip_left` and left of `sprite16_clip_right` on
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// purpose.
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void pascal sprite16_put(int left, int screen_top, int sprite_offset);
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// Like sprite16_put(), but using an optional drawing function.
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void pascal sprite16_putx(
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int left, int screen_top, int sprite_offset, sprite16_put_func_t func
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);
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// Like sprite16_put(), but ignores the clipping points.
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void pascal sprite16_put_noclip(int left, int screen_top, int sprite_offset);
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