Sprite Routines

Sprite Routines

The routine below is a routine that takes your 8 wide * X high sprite and then puts it in the screen buffer. It is commonly known as Ion PutSprite, by Joe Wingbermuehle. More routines can be found on TiCalc (see links to your left), United Ti and Cemetech.

putSprite:
    ld    e,l
    ld    h,$00
    ld    d,h
    add    hl,de
    add    hl,de
    add    hl,hl
    add    hl,hl               ;Find the Y displacement offset 
    ld    e,a
    and    $07               ;Find the bit number
    ld    c,a
    srl    e
    srl    e
    srl    e
    add    hl,de             ;Find the X displacement offset
    ld    de,gbuf
    add    hl,de
putSpriteLoop1:
sl1:    ld    d,(ix)             ;loads image byte into D
    ld    e,$00
    ld    a,c
    or    a
    jr    z,putSpriteSkip1
putSpriteLoop2:
    srl    d                  ;rotate to give out smooth moving
    rr    e
    dec    a
    jr    nz,putSpriteLoop2
putSpriteSkip1:
    ld    a,(hl)
    xor    d
    ld    (hl),a
    inc    hl
    ld    a,(hl)
    xor    e
    ld    (hl),a              ;copy to buffer using XOR logic
    ld    de,$0B
    add    hl,de
    inc    ix                   ;Set for next byte of image
    djnz    putSpriteLoop1 
    ret

As is probably apparent, this routine can be modified to not only XOR sprites, but also AND and OR. All you have to do is change the two XOR's to the appropriate function.

Animating Sprites

The routine below will animate two sprites by simply displaying the first sprite, erasing it, then displaying the second sprite, erasing it and finally repeat the loop. Remember that this code is for only 2 sprites. More can be added though. Note that this routine uses ion calls and will not function unless you are using the ion header. See Shells for more information.

loop:
ld ix,Sprite_address
ld a,X_coordinate
ld l,Y_coordinate
ld b,Sprite_height
call iputsprite8          ;Assuming your sprite is 8x8
call ifastcopy

ld ix,Sprite_address
ld a,X_coordinate
ld l,Y_coordinate
ld b,Sprite_height
call iputsprite8               ;erase

ld ix,Sprite_address
ld a,X_coordinate+1
ld l,Y_coordinate
ld b,Sprite_height
call iputsprite8                ;draw and display your second sprite
call ifastcopy

ld ix,Sprite_address
ld a,X_coordinate+1
ld l,Y_coordinate
ld b,Sprite_height
call iputsprite8               ;erase
jp loop

Thank you Fallen Ghost for your help with this code!

Another look at Animated Sprites

If you want to cut down on size or increase speed, there is another way to create animated sprites. Instead of having to erase each time, what you could do is add an extra sprite that's an XOR of two sprites: the layer previously displayed, and the next layer. Note that the first and last layers must be intact (what they would look like without XOR-ing to another layer).

Example:

loop:
 ld ix,Layer1                ;draw first layer as is everytime
 ld a,0
 ld l,0
 ld b,8
 call ionputsprite
 call ionfastcopy

 ld ix,XORLayer                ;move onto next layer. Since it has the XORed part, no need to erase ("already done")
 ld a,0
 ld l,0
 ld b,8
 call ionputsprite
 call ionfastcopy

;... any other layers would look similar to the few lines of code above

 ld ix,Layer2                ;Just need to erase last layer
 ld a,0
 ld l,0
 ld b,8
 call ionputsprite

 jr loop

Layer1:
.db $00,$7E,$B9,$CF,$CF,$B9,$7E,$00

Layer2:
.db $FC,$72,$9E,$9E,$72,$FC,$00,$00

XORLayer:                            ;XOR of Layer1 and Layer2
.db $FC,$0C,$27,$51,$BD,$45,$7E,$00

;... extra XORed layers, if necessary

Calculating from above, having to erase each time took 13 bytes/extra layer, and some time (usually insignificant, but sometimes crucial). By having the XOR layer, it only adds 8 more bytes (assuming you have 8*8 sprites), and takes less time (if time is crucial). That's a saving of 5 bytes/extra layer!


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