************************************************************** * * Software: George Petro, Todd Allen * Initiated: 1989? * * Modified: Mark Turmell, 7/17/90 -Total Carnage * Shawn Liptak, 7/?/91 -Speed improvements * Shawn Liptak, 7/?/91 -SL type stuff * Shawn Liptak, 8/30/91 -New collision loop * Shawn Liptak, 9/18/91 -Pixscan improvements * Shawn Liptak, 2/11/92 -Started basketball * * COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC. * *.Last mod - 5/5/92 10:40 ************************************************************** .file "coll2.asm" .title "collision routines" .width 132 .option b,d,l,t .mnolist .include "mproc.equ" .include "disp.equ" .include "sys.equ" .include "gsp.equ" .include "game.equ" .include "imgtbl.glo" .include "shawn.hdr" ;sounds ;refs .ref PCNT .ref ball_hit ;defs ;ram BSSX coll_stop ,16 ;!0=Stop scan on current obj .bss PList ,32*(NOBJ+1) ;List of objs of class player .bss NList ,32*(NOBJ+1) ;List of objs of class neutral .bss EList ,32*(NOBJ+1) ;List of objs of class enemy ;NOBJ=# objects to display **************************************************************************** * When writing collision routines which are to be called from the collision * scanner in this file, the following things should be taken into * consideration: * The collision routines are called, not created.. * The collision routine receives a ptr to the victims OBJ in A8 * The collision routine receives a ptr to the killers OBJ in A0 * The collision routine can destroy A0,A8,A14,B0,B1. * Other registers must be preserved! * * When OBJ1,OBJ2 collide, two routines are called, one with * OBJ1 in A8 and the other with OBJ2 in A8. A collision routine * should only affect the victim, and not the killer. * If a victim object is deleted, it will not be scanned futher. * If any other object is deleted, the collision scan will be aborted. * To prevent multiple simultaneous collisions of the same victim * object, the object ID of the victim object should be modified * by the collision routine, if the victims nature is changed. **************************************************************************** * Old collision loop .if 0 ;Not used!! .def debugtime .def debugtimem .bss debugtime ,16 .bss debugtimem ,16 SUBR COLLISIONS SLEEPK 1 move @VCOUNT,b5 move @WORLDTLX+16,A6 ;* COLLISION SCAN FOR OBJECTS ON SCREEN movi 400,A14 ;End of Scan area coll1 move A6,A7 ;A7 Sector Xmin addi 128,A6 ;A6 Sector Xmax subi 128,A14 jrnn XmaxOk add A14,A6 XmaxOk movi OBJLST,a0 ;Object list to check callr cscnrng move A14,A14 jrp coll1 move @VCOUNT,b0 sub b5,b0 jrhs coll10 addi >120,b0 ;VTOTAL coll10 move @debugtime,b1 add b0,b1 srl 1,b1 move b1,@debugtime move @debugtimem,b2 cmp b1,b2 jrge coll20 move b1,@debugtimem ;New max coll20 jruc COLLISIONS ******************************** *A0 * to obj list to scan *A6 Xmax *A7 Xmin *Scan OBJ list, any collideable OBJ overlapping Xmin-Xmax put on *either EList,PList or NList depending on class *Call ColLists with each pair of lists cscnrng mmtm sp,a6,a7,a14 movi PList,A9 ;Build collision lists move a9,a4 movi EList,A10 movi NList,A11 jruc MkLists csr20 move a0,*a10+,L ;Insert obj on enemy list MkLists move *a0,a0,L ;Get next obj jrz GotLists move *a0(OXPOS),a1 ;OBJ CAN LIE ON max/min boundary cmp a6,a1 jrhi MkLists move *a0(OSIZEX),a2 add a2,a1 cmp a7,a1 jrlo MkLists ;Out of range? movb *a0(OFLAGS+B_NOCOLL-7),a2 jrn MkLists ;Not collideable? move *a0(OID),a2 ;Check Class jrn csr20 ;Enemy? btst 14,a2 jrnz csr40 ;Player? move a0,*a11+,L ;Insert obj on neutral list jruc MkLists csr40 move a0,*a9+,L ;Insert obj on player list jruc MkLists GotLists clr a0 ;Null terminate each list move a0,*a9,L move a0,*a10,L move a0,*a11,L move *A4,A0,L jrz NoPList ;Nothing on player list? movi EList,A3 ;E/P callr ColLists movi NList,A3 ;N/P movi PList,A4 callr ColLists NoPList ScnRngX mmfm sp,a6,a7,a14 rets .endif **************************************************************************** * Collision loop (New version) SUBR collisions SLEEPK 1 move @WORLDTLX+16,a6 ;A6=Xmin move a6,a7 addi 100,a7 ;A7=Xmax move a7,b3 callr collx move b3,a6 move a6,a7 addi 100,a7 move a7,b3 callr collx move b3,a6 move a6,a7 addi 100,a7 move a7,b3 callr collx move b3,a6 move a6,a7 addi 100,a7 callr collx jruc collisions ******************************** * Build lists and collide based on X * A6=XMin * A7=XMax (+1) collx movi OBJLST,a0 ;Object list to check movi PList,a9 ;Build collision lists move a9,b4 ;Set A5/B4 for 1st collision call movi EList,a10 move a10,a5 movi NList,a11 jruc mklists csr20 move a0,*a10+,L ;Insert on enemy list mklists move *a0,a0,L ;Get next obj jrz gotlists movb *a0(OFLAGS+B_NOCOLL-7),a2 jrn mklists ;Not collideable? move *a0(OXPOS),a1 ;Obj can lie on max/min boundary cmp a7,a1 jrge mklists ;Out of range? move *a0(OSIZEX),a2 add a2,a1 cmp a6,a1 jrle mklists ;Out of range? move *a0(OID),a2 ;Check Class jrn csr20 ;Enemy? btst 14,a2 jrnz csr40 ;Player? move a0,*a11+,L ;Insert on neutral list jruc mklists csr40 move a0,*a9+,L ;Insert on player list jruc mklists gotlists move a0,*a9,L ;Null terminate each list move a0,*a10,L move a0,*a11,L callr ColLists ;Collide enemy to player movi NList,a5 movi PList,b4 ; jruc ColLists ;Collide neutral to player ;Fall through ******************************** * Collide objects on list A5 with those on LIST B4 * A5,B4=ptrs to null terminated tables of object ptrs ColLists CLstsLp0 move *a5+,a1,L jrz scndone ;Load up coors of obj from first list move *a1(OXPOS),a9 ;A9=OBJ1 Xmin jrz CLstsLp0 ;Deleted? move *a1(OSIZEX),a10 ;A10=OBJ1 Xmax (+1) add a9,a10 move *a1(OYPOS),a7 ;A7=OBJ1 Ymin move *a1(OSIZEY),a11 ;A11=OBJ1 Ymax (+1) add a7,a11 move b4,a6 ;Load head of second list PScnLp1 move *a6+,a2,L jrz CLstsLp0 movb *a2(OFLAGS+B_3D-7),a0 jrn #3d ;3D mode? (Maybe all????) move *a2(OYPOS),a0 ;Check objs A1,A2 for intersection cmp a11,a0 jrge PScnLp1 ;Y2Min >= Y1Max? move *a2(OSIZEY),a14 add a14,a0 cmp a7,a0 jrle PScnLp1 ;Y2Max <= Y1Min? #3d move *a2(OXPOS),a0 ;Signed compares because objs may lie on 0 jrz PScnLp1 ;Deleted? cmp a10,a0 jrge PScnLp1 ;X2Min >= X1Max? move *a2(OSIZEX),a14 add a14,a0 cmp a9,a0 jrle PScnLp1 ;X2Max <= X1Min? callr ColFunc ;>Call colfunc for obj A1 and A2 move b0,b1 ;B1=*Collision routine for obj A1 SWAP a1,a2 callr ColFunc SWAP a1,a2 move b0,b2 ;B2=*Collision routine for obj A2 or b1,b0 ;Set z flag if both are zero jrz PScnLp1 movb *a1(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON jrn DoPScn0 movb *a2(OFLAGS+B_PIXSCAN-7),a14 ;Is PIXSCAN ON jrnn SkPxScn0 DoPScn0 callr PIXSCAN jrnc PScnLp1 ;BR=THIS WASN'T REALLY A COLLISION SkPxScn0 clr a0 move a0,@coll_stop ;Clr flag move b1,b1 jrz PObj2Col move a1,a8 move a2,a0 call b1 ;Call collision for A1 PObj2Col move b2,b2 jrz PCkFree move a2,a8 move a1,a0 call b2 ;Call collision for A2 PCkFree move @coll_stop,a0 jrz PScnLp1 ;Continue scan? jruc CLstsLp0 scndone rets **************************************************************************** * Return in B0 routine for obj A1 struck by obj A2 * Trashes A3-A4 ColFunc movb *a1(OID+8),a3 movb *a2(OID+8),a4 sll 32-5,a3 srl 17,a3 ;32 Long Word Align sll 32-5,a4 srl 22,a4 ;Long Align add a4,a3 addi TypeTbl,a3 move *a3,a3,L jump a3 ;Routine can trash A0/A3/A4/A8/A14 **************************************************************************** * These are the COLLISION FUNCTIONS * A collision function is selected by the routine ColFunc * which uses the TYPE field of the victims OID to select a subtable * and indexes the subtable with the TYPE field of the killer. * This gives a ptr to a COLLISION FUNCTION which returns * the COLLISION ROUTINE to be called for the victim in B0. * The COLLISION FUNCS can destroy registers A0,A3,A4,A8 **************************************************************************** TypeTbl ;0000 ;NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;100 ;Player .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;200 ;Basketball .LONG NULL, BBPL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;300 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;400 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;500 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;600 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;700 ;Text .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;800 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;900 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;a00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;b00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;c00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;d00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;e00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;f00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1000 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1100 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1200 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1300 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1400 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1500 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1600 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1700 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1800 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1900 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1a00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1b00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1c00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1d00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1e00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ;1f00 ;Free .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL .LONG NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL ******************************** * Shawn's enemy type collisons ;SLPL movb *a1(OID),a0 ; cmpi SUBSHRAP,a0 ; jreq NULL ;Shrapnel? ; subk SUBMSL,a0 ; jreq slpl5 ;Missile? ; movb *a2(OID),a0 ;Player ring ; subk 3,a0 ; jrne NULL ;slpl5 ;; movi slt_ringhit,b0 ; rets ; ;SLBL movb *a1(OID),a0 ; subk SUBSHRAP,a0 ; jreq NULL ;Shrapnel? ;; movi slt_hit,b0 ;Bullet ; rets ; ;SLBB movb *a1(OID),a0 ; subk SUBSHRAP,a0 ; jreq NULL ;Shrapnel? ;; movi slt_bbhit,b0 ;Blade, bomb ; rets ; ;BLSL movb *a2(OID),a0 ; subk SUBMSL,a0 ;; jrne BLHU ;!Missile? ;; movi KILL_BULL2,b0 ; rets NULL clr b0 rets BBPL move *a1(OZPOS),a0 move *a2(OZPOS),a14 sub a14,a0 move a0,a3 abs a3 cmpi 30,a3 jrhi NULL ;Not in range? movi ball_hit,b0 rets **************************************************************************** *COLLISION ROUTINE *A1=OBJECT ONE *A2=OBJECT TWO *RETURNS: CS= COLLISION, CC= NO COLLISION * * CLOBBERS A14 *CREATE TIME SLICE WHILE LOCKING OUT INTERRUPTS PIXSCAN mmtm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13 mmtm sp,b0,b1 move a1,a10 ;A10=*Obj0 move a2,a8 ;A8=*Obj1 dint move *a10(OXPOS),a3 ;Set up object box TLX,TLY move *a10(OYVAL),a14,L movy a14,a3 ;A3=Obj0 Y:X move *a8(OXPOS),a4 move *a8(OYVAL),a14,L movy a14,a4 ;A4=Obj1 Y:X move *a10(OCTRL),a6 move a6,b0 ;B0=flags object 0 move *a8(OCTRL),a6 move a6,b1 ;B1=flags object 1 move *a10(OIMG),a9,L ;A9=*Image 0 move *a8(OIMG),a7,L ;A7=*Image 1 eint move *a9,a5,L ;ISIZE move *a7,a6,L ;ISIZE addxy a3,a5 ;A5=Obj0 lower rgt Y:X addxy a4,a6 ;A6=Obj1 lower rgt Y:X cmpxy a6,a3 ;compare (lrx1,lry1) to (tlx0,tly0) JRXGE CSFAIL JRYGE CSFAIL cmpxy a4,a5 ;compare (tlx1,tly1) to (lrx0,lry0) JRXLE CSFAIL JRYLE CSFAIL *A11=XOFF0 *A12=XOFF1 move a3,a2 ;>Calc XOFF0,XOFF1,XSCAN subxy a4,a2 sext a2 jrnn clx1 neg a2 move a2,a11 ;object 1 to the right clr a12 move a4,a13 ;rightmost top left jruc clx2 clx1 move a2,a12 ;object 0 to the right clr a11 move a3,a13 ;rightmost top left clx2 cmpxy a5,a6 ;find leftmost lower right jrxn clx3 subxy a5,a13 jruc clx4 clx3 subxy a6,a13 clx4 sext a13 neg a13 ;A13=XSCAN ;>Calc YOFF0,YOFF1,YSCAN sra 16,a3 ;Kill X half sra 16,a4 sra 16,a5 sra 16,a6 move a3,a2 ;A3=YOFF1 sub a4,a2 ;A2=YOFF0 jrnn cly1 neg a2 clr a3 ;object 1 to the right move a4,a14 ;rightmost top left jruc cly2 cly1 move a3,a14 ;object 0 to the right move a2,a3 clr a2 cly2 cmp a5,a6 ;find leftmost lower right jrn cly3 sub a5,a14 jruc cly4 cly3 sub a6,a14 cly4 neg a14 ;A14=YSCAN *A2=YOFF0 *A3=YOFF1 *A4=IMAGE SOURCE ADDRESS TEMP *A5=WIDTH TEMP *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=XOFF0 *A12=XOFF1 *A13=XSCAN *A14=YSCAN *CALCULATE OBJECT 0 STARTAD, HINC0, VINC0 move *a9(ISAG),a4,L ;Get image source address move *a9,a5 ;Get ISIZEX addk 3,a5 ;correct erroneous width (thanx, warren) srl 2,A5 sll 2,A5 *CHECK OBJECT 0 FLIPS btst B_FLIPH,b0 jrnz CL0HF ;HORIZONTAL FLIP btst B_FLIPV,b0 jrnz CL0VF ;VERTICAL FLIP ;NO FLIP CASE move a5,a1 ;Get width mpyu a2,a1 ;Mult width x yoff add a11,a1 ;Add in x offset sll 3,a1 ;Correct for byte addressing add a1,a4 ;A4=STARTAD0=IMAGEAD0+(YOFF0 X W0) + XOFF sub a13,a5 ;A5=VINC0=W0-XScan sll 3,a5 ;Correct for pixel addressing movk 8,a2 ;A2=HINC0 jruc CLOBJ1 CL0HF BTST B_FLIPV,B0 ;VERT FLIP TOO? JRNE CL0HVF ;HORIZ AND VERT FLIP ;HORIZONTAL FLIP MOVE A5,A1 ;GET WIDTH MPYU A2,A1 ;MULT WIDTH X Y OFFSET ADD A5,A1 ;ADD IN WIDTH SUB A11,A1 ;SUBTRACT X OFFSET DEC A1 ;-1 MORE SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A4 ;A4=STARTAD0=IMAGEAD0+(YOFF0*W0)+W0-XOFF0-1 MOVI -8,A2 ;A2=HINC0 ADD A13,A5 ;A5=VINC0=W0+XSCAN SLL 3,A5 ;CORRECT FOR PIXEL ADDRESSING JRUC CLOBJ1 ;VERTICAL FLIP CL0VF MOVE *A9(ISIZEY),A1 ;GET HEIGHT SUB A2,A1 ;SUBTRACT YOFF0 DEC A1 MPYU A5,A1 ;MULTIPLY BY WIDTH ADD A11,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A4 ;A4=STARTAD0=IMAGEAD0+(H0-YOFF0-1)W0+XOFF0 NEG A5 ;-W0 SUB A13,A5 ;-XSCAN SLL 3,A5 ;A5=VINC0=-W0-XSCAN MOVK 8,A2 ;A2=HINC0 JRUC CLOBJ1 ;VERTICAL AND HORIZONTAL FLIP CL0HVF MOVE *A9(ISIZEY),A1 ;GET HEIGHT SUB A2,A1 ;SUBTRACT YOFF0 DEC A1 MPYU A5,A1 ;MULTIPLY BY WIDTH ADD A5,A1 ;ADD IN WIDTH (W0) SUB A11,A1 ;SUBTRACT XOFF0 DEC A1 SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A4 ;A4=STARTAD0=(H0-YOFF0-1)W0+W0-XOFF0-1 NEG A5 ;-W0 ADD A13,A5 ;+XSCAN SLL 3,A5 ;A5=VINC0=-W0-XSCAN MOVI -8,A2 ;A2=HINC0 *CALCULATE OBJECT 1 STARTAD, HJUMP, VJUMP *A2=HINC0 *A3=YOFF1, HINC1 *A4=STARTAD0 *A5=VINC0 *A6=STARTAD1 *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=W1, VINC1 *A12=XOFF1 *A13=XSCAN *A14=YSCAN CLOBJ1 move *a7(ISAG),a6,L ;Get image source address move *a7,a11 ;Get ISIZEX addk 3,a11 ;correct erroneous width (thanx, warren) srl 2,A11 sll 2,A11 BTST B_FLIPH,B1 ;CHECK OBJECT 1 FLIPS JRNE CL1HF ;HORIZONTAL FLIP BTST B_FLIPV,B1 JRNE CL1VF ;VERTICAL FLIP *NO FLIP CASE *A3=HINC1=8 (BYTE AT A TIME) *A11=VINC1=W1-XSCAN *A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + XOFF1 MOVE A11,A1 ;GET WIDTH MPYU A3,A1 ;MULT WIDTH X YOFF ADD A12,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS MOVK 8,A3 ;HINC1 SUB A13,A11 ;VINC1=W1-XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING JRUC CSH *HORIZONTAL FLIP *A3=HINC1=-8 *A11=VINC1=W1+XSCAN *A6=STARTAD1=IMAGEAD1+(YOFF1 X W1) + W1-XOFF1-1 CL1HF BTST B_FLIPV,B1 ;VERT FLIP TOO? JRNE CL1HVF ;HORIZ AND VERT FLIP MOVE A11,A1 ;GET WIDTH MPYU A3,A1 ;MULT WIDTH X Y OFFSET ADD A11,A1 ;ADD IN WIDTH SUB A12,A1 ;SUBTRACT X OFFSET DEC A1 ;-1 MORE SLL 3,A1 ;CORRECT FOR BYTE ADDRESSING ADD A1,A6 MOVI -8,A3 ;HINC1 ADD A13,A11 ;VINC1=W1+XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING JRUC CSH *VERTICAL FLIP *A3=HINC1=8 *A11=VINC1=-W1-XSCAN *A6=STARTAD1=IMAGEAD1+(H1-YOFF1-1)W1+XOFF1 CL1VF MOVE *A7(ISIZEY),A1 ;GET HEIGHT SUB A3,A1 ;SUBTRACT YOFF1 DEC A1 MPYU A11,A1 ;MULTIPLY BY WIDTH ADD A12,A1 ;ADD IN X OFFSET SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS NEG A11 ;-W1 SUB A13,A11 ;-XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING MOVK 8,A3 ;HINC1 JRUC CSH *VERTICAL AND HORIZONTAL FLIP *A3=HINC1=-8 *A11=VINC1=-W1-XSCAN *A6=STARTAD1=(H1-YOFF1-1)W1+W1-XOFF1-1 CL1HVF MOVE *A7(ISIZEY),A1 ;GET HEIGHT SUB A3,A1 ;SUBTRACT YOFF1 DEC A1 MPYU A11,A1 ;MULTIPLY BY WIDTH ADD A11,A1 ;ADD IN WIDTH (W1) SUB A12,A1 ;SUBTRACT XOFF1 DEC A1 SLL 3,A1 ;CORRECT FOR PIXEL ADDRESSING ADD A1,A6 ;ADD TO SOURCE ADDRESS NEG A11 ;-W1 ADD A13,A11 ;+XSCAN SLL 3,A11 ;CORRECT FOR PIXEL ADDRESSING MOVI -8,A3 ;HINC1 *A1= WIDTH COUNTER XSCAN *A2=H INCREMENT IMAGE 0 *A3=H INCREMENT IMAGE 1 *A4=INDEX TO IMAGE 0 *A5=V INCREMENT IMAGE 0 *A6=INDEX TO IMAGE 1 *A7=IMAGE 1 DATA HEADER POINTER *A8=IMAGE 1 OBJECT POINTER *A9=IMAGE 0 DATA HEADER POINTER *A10=IMAGE 0 OBJECT POINTER *A11=V INCREMENT IMAGE 1 *A13=WIDTH COUNT XSCAN *A14=HEIGHT COUNT YSCAN CSH cmpi >80,a14 ;no scan if xscan, yscan values out of range jrhs CSFAIL cmpi >80,a13 jrhs CSFAIL dint move @INTENB,a0 andni X1E,a0 move a0,@INTENB eint csh0 move @DMACTRL,a0 jrn csh0 ;DMA busy? .if YUNIT setf 6,0,0 ;6 bit field .else setf 8,0,0 ;8 bit field .endif csh1 move a13,a1 ;load line countdown horiz counter cshl move *a4,a0 ;Check image 0 corresponding non zeroes jrz csnxh ;No hit? move *a6,a0 ;check image 1 jrnz pshit ;Hit? csnxh add a2,a4 ;Add horiz increments add a3,a6 dsjs a1,cshl ;Loop horizontal add a5,a4 ;Add vert increments add a11,a6 dsjs a14,csh1 ;Loop vert setf 16,1,0 ;Normal field CSFAIL move b13,b13 jrz psnodma ;Skip DMA restart? dint move @INTENB,a0 ori X1E,a0 move a0,@INTENB eint psnodma clrc ;No hit jruc psx ;Exit pshit setf 16,1,0 ;Normal field move b13,b13 jrz csflags ;Skip DMA restart? dint move @INTENB,a0 ori X1E,a0 move a0,@INTENB eint csflags setc ;Hit psx mmfm sp,b0,b1 mmfm sp,a0,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10,a11,a12,a13 rets ******************************** *PLAYER HAS BEEN COLLIDED WITH *TELL THIS COLLISION CHECK THAT PLAYER IS REALLY SHORTER THAN HE IS *THEN RETURN CARRY SET IF STILL A HIT, CARRY CLEAR IF THIS SHOULD NOT BE *A COLLISION. *A0=OBJECT THAT HIT PLAYER *A8=PLAYER LEGS IMAGE PTR ;SHORT_PLYR ; MOVE *A8(OYPOS),A7 ;A7 - OBJ1 Ymin ; ADDK 3,A7 ;ADDI 0 ; MOVE *A0(OID),A11 ; zext a11 ;; CMPI CLSENMY|TYPORB,A11 ;; JRNE SP0 ;; SUBK 5,A7 ;; MOVE *A8(OSIZEY),A11,W ;A11 - OBJ1 Ymax ;; SUBK 8,A11 ;MAKE LEGS SHORTER IN LENGTH! ;; JRUC SP2 ;;SP0 ; CMPI CLSNEUT|TYPMINE,A11 ; JRNE SP1 ; ADDK 12,A7 ;15 ; MOVE *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax ; SUBK 19,A11 ;MAKE LEGS SHORTER IN LENGTH! ;21 ; JRUC SP2 ;SP1 ; move *A8(OSIZEY),A11 ;A11 - OBJ1 Ymax ; SUBK 20,A11 ;19 ;SUBI 13 16 ;MAKE LEGS SHORTER IN LENGTH! ;SP2 add A7,A11 ; move *A0(OYPOS),A6 ;CHECK OBJS A0,A8 for intersection ; cmp A11,A6 ; jrgt CLRCR ;Y2Min > Y1Max ; move *A0(OSIZEY),A11 ; add A11,A6 ; cmp A7,A6 ; jrlt CLRCR ;Y2Max < Y1Min ; ;;NOW X CHECK ; ; move *A8(OXPOS),A7 ;A9 - OBJ1 Xmin ; addk 6,a7 ; move *A8(OSIZEX),A11 ;A10 - OBJ1 Xmax ; subk 6,a11 ; add A7,A11 ; move *A0(OXPOS),A6 ;USE SIGNED COMPARES BECAUSE OBJS MAY LIE ON ZERO ; cmp A11,A6 ; jrgt CLRCR ;X2Min > X1Max ; move *A0(OSIZEX),A11 ; add A11,A6 ; cmp A7,A6 ; jrlt CLRCR ;X2Max < X1Min ; ; move @PCNT,a6 ; btst 0,a6 ; JRZ CLRCR ; SETC ;GOT A BOX INTERSECTION ; RETS ;CLRCR CLRC ; RETS .end