Author Topic: Sprites in an APP: No SMC, yet no working script :( Why?  (Read 4114 times)

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Offline Jerros

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Sprites in an APP: No SMC, yet no working script :( Why?
« on: July 12, 2010, 09:22:44 am »
I'm using the routine from the asm-in-28 tut, though the sprites display blurry and at the wrong coordinates.
The part of the "ClipSprXOR" label should be OK, since it's just copy/pasted from the tut, and it worked 100% fine before I turned the programm into an APP.
The routine I'm using to display sprites in an APP is:
(used random location and sprite, for exemple's sake)
Code: [Select]
xpos .equ AppBackUpScreen   ; To prevent SMC
ypos .equ xpos+1                 ; Tried +2 and even +9, don't know wether that makes a difference
clip_mask .equ ypos+1                 ; or not, but just to be sure. It didn't work though...

    LD A, 38                    ; X position to display
    LD (xpos), A
    LD A, 54                    ; Y position do display
    LD (ypos), A
    LD B, 9                      ; Length of Sprite in Y direction
    LD      DE, (ypos)
    LD      IX, Sprite                           ; Label of sprite
    CALL showsprite

Showsprite: ; Show Sprite (XOR)
        CALL    ClipSprXOR
        b_call _GrBufCpy
ret
ClipSprXOR: ; Show Sprite XOR
    LD     A, %11111111
    LD     (clip_mask), A
    LD     A, E
    OR     A
    JP     M, ClipTop
    SUB    64
    RET    NC
    NEG
    CP     B
    JR     NC, VertClipDone
    LD     B, A
    JR     VertClipDone
ClipTop:
    LD     A, B
    NEG
    SUB    E
    RET    NC
    PUSH   AF
    ADD    A, B
    LD     E, 0
    LD     B, E
    LD     C, A
    ADD    IX, BC
    POP    AF
    NEG
    LD     B, A
VertClipDone:
    LD     C, 0
    LD     A, D
    CP     -7
    JR     NC, ClipLeft
    CP     96
    RET    NC
    CP     89
    JR     C, HorizClipDone
ClipRight:
    AND    7
    LD     C, A
    LD     A, %11111111
FindRightMask:
    ADD    A, A
    DEC    C
    JR     NZ, FindRightMask
    LD     (clip_mask), A
    LD     A, D
    JR     HorizClipDone
ClipLeft:
    AND    7
    LD     C, A
    LD     A, %11111111
FindLeftMask:
    ADD    A, A
    DEC    C
    JR     NZ, FindLeftMask
    CPL
    LD     (clip_mask), A
    LD     A, D
    ADD    A, 96
    LD     C, 12
HorizClipDone:
    LD     H, 0
    LD     D, H
    LD     L, E
    ADD    HL, HL
    ADD    HL, DE
    ADD    HL, HL
    ADD    HL, HL
    LD     E, A
    SRL    E
    SRL    E
    SRL    E
    ADD    HL, DE
    LD     DE, PlotSScreen
    ADD    HL, DE
    LD     D, 0
    LD     E, C
    SBC    HL, DE
    AND    7
    JR     Z, _Aligned
    LD     C, A
    LD     DE, 11
_RowLoop:
    PUSH   BC
    LD     B, C
    LD     A, (clip_mask)
    AND    (IX)
    LD     C, 0
_ShiftLoop:
    SRL    A
    RR     C
    DJNZ   _ShiftLoop
    XOR    (HL)
    LD     (HL), A
    INC    HL
    LD     A, C
    XOR    (HL)
    LD     (HL), A
    ADD    HL, DE
    INC    IX
    POP    BC
    DJNZ   _RowLoop
    RET
_Aligned:
    LD     DE, 12
_PutLoop:
    LD     A, (IX)
    XOR    (HL)
    LD     (HL), A
    INC    IX
    ADD    HL, DE
    DJNZ   _PutLoop
    RET

Sprite:
        .DB     %00011000
        .DB     %01111110
        .DB     %01111110
        .DB     %11100111
        .DB     %11100111
        .DB     %01111110
        .DB     %01111110
        .DB     %00011000
        .DB     %00011000

Doesn't work properly.
Where's my mistake?
Or is this just a wrong way of trying to display the sprites?
Thanks for any help!
« Last Edit: July 12, 2010, 09:25:52 am by Jerros »


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Offline thepenguin77

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #1 on: July 12, 2010, 11:55:01 am »
I didn't read very far before I found an error. You need to switch xpos and ypos around. Where you have ld de, (yPos). e = y pos, but d = clip mask. Simple little fix.
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Offline Jerros

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #2 on: July 12, 2010, 01:11:42 pm »
Dang, I just realize I'veposted in the wrong place on the forums...  :-\ Sorry!
About your reply, It has always worked before, before I turned it into an App, or is it failing now because of the .equ's at the start?
I should have mentioned that I'm a biggg newby at ASM...
Where do I need to switch the two around?
In the defining part at the start?
If you can please explain just a little what's wrong, then I perhaps understand it and can prevent similar mistakes in the future.
Is there an order in the defining part if I want to define lots of things?

Thanks alot for your reply, I'll look into it and hope I can fix it!


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Offline DJ Omnimaga

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #3 on: July 12, 2010, 01:13:46 pm »
The topic seems to be in the right spot ??? (ASM programming)

Or do you mean you wanted to post it as a reply to another topic?
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Offline Jerros

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #4 on: July 12, 2010, 01:19:07 pm »
I really need glasses...
It is indeed at the place I meant it to be, sorry for any confusion caused.


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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #5 on: July 12, 2010, 01:22:09 pm »
Don't worry about it ^^

(On MaxCoderz forums, at first, the new topic button was called "Post" and the reply button was called "Reply". Many people got confused and started new topics as reply to other topics ;D)
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Offline matthias1992

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #6 on: July 12, 2010, 02:30:22 pm »
Sorry for using dutch here but I think it is the most efficient way to help the topic starter out.

De onderstaande code is verkeerd
Code: [Select]
xpos .equ AppBackUpScreen   ; To prevent SMC
ypos .equ xpos+1                 ; Tried +2 and even +9, don't know wether that makes a difference
clip_mask .equ ypos+1
...
...
LD DE, (ypos)
waarom? omdat ypos = AppBackUpScreen +1 en omdat clip_mask = AppBackUpScreen+2. Aangezien DE een 16 bits register is komen zowel ypos als clip_mask in DE te staan. Dit kan er voor gaan zorgen (en dat doet het waarschijnlijk ook) dat de routine verderop niet meer werkt.

laten we even een voorbeeldje doornemen. stel:
Code: [Select]
xpos = 38
ypos = 54
clip_mask = 255

dat is hetzelfde als:
Code: [Select]
AppBackUpScreen = 68
AppBackUpScreen+1 = 54
AppBackUpScreen+2 = 255
door het commando
Code: [Select]
LD DE, (ypos)
doe je dit
Code: [Select]
LD DE, (AppBackUpScreen+1 & AppBackUpScreen+2) ;want DE wil twee bytes, niet een. Dus hij laadt nu wat in AppBackUpScreen+1 staat in E en wat in AppbackUpScreen+2 staat in D
dat betekent dat er dus in DE dit staat:
Code: [Select]
DE = 255+54= 309 ;decimaal
en dat is geen geldige ypositie op het scherm. Dit zorgt ervoor dat andere routines dus crashen of een overflow te verduren krijgen. Wat werkt dan wel?
uit mijn hoofd doe zou ik dit doen:
Code: [Select]
ypos .equ AppBackUpScreen
xpos .equ AppBackUpScreen+1
clip_mask .equ AppBackUpScreen+2
    LD       A, 38
    LD      (xpos), A
    LD      A, 54                    ; Y position do display
    LD      (ypos), A
    LD      B, 9                      ; Length of Sprite in Y direction
    LD      D, (xpos)                   ;ik weet niet of D =ypos of E=ypos maar je kan het altijd nog omdraaien
    LD      E, (ypos)
    LD      IX, Sprite                           ; Label of sprite
    CALL   showsprite
ik weet dus niet of dit werkt maar in ieder geval moet het probleem wel duidelijk zijn nu...
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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #7 on: July 12, 2010, 02:41:09 pm »
Just as an head up:

I feel that non-english posts made outside the dutch section of the forums (http://www.omnimaga.org/index.php?board=102.0 ) should include an english translation of them, especially help-related posts, so english users can understand, too (the help may be useful to others, too)
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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #8 on: July 12, 2010, 06:41:54 pm »
English.

The reason you needed to switch them is because z80 is little endian. This means that the least significant byte comes first in memory. So say for instance
Code: [Select]
ld hl, $1234
ld (appBackUpScreen), hl

$1234 is stored in memory as 34 12. So to bring it back you would just ld hl, (appBackUpScreen), which would put 34 in l and 12 in h.

You want to have the same effect when you take out your coordinates. So you have to store y first because e is the least significant byte in de. That way, when you pull them back out, e gets the y pos and d gets the next byte in memory which is the x pos.
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Offline Jerros

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #9 on: July 13, 2010, 03:48:36 am »
uit mijn hoofd doe zou ik dit doen:
Code: [Select]
ypos .equ AppBackUpScreen
xpos .equ AppBackUpScreen+1
clip_mask .equ AppBackUpScreen+2
    LD       A, 38
    LD      (xpos), A
    LD      A, 54                    ; Y position do display
    LD      (ypos), A
    LD      B, 9                      ; Length of Sprite in Y direction
    LD      D, (xpos)                   ;ik weet niet of D =ypos of E=ypos maar je kan het altijd nog omdraaien
    LD      E, (ypos)
    LD      IX, Sprite                           ; Label of sprite
    CALL   showsprite
ik weet dus niet of dit werkt maar in ieder geval moet het probleem wel duidelijk zijn nu...


Yay!
All I had to do was switch around xpos and ypos in the .equ part, didn't had to change anything else.
this is an example of something so small that I would never had found it without your help.

Oh, and doing
Code: [Select]
    LD      D, (xpos)                 
    LD      E, (ypos)
can't, since I just load Ypos into DE, not Xpos. (check the first post)

And I don't think its nessecary to do
Code: [Select]
ypos .equ AppBackUpScreen
xpos .equ AppBackUpScreen+1
clip_mask .equ AppBackUpScreen+2     ; Dont think the +2 is needed, because I justdo this:

ypos .equ AppBackUpScreen
xpos .equ ypos+1                           ;I just do the previous statement +1, that doesn't result in errors (I think), because
clip_mask .equ xpos+1                     ;I've even done +9 while the script wasnty working, and it still kept failing

Thanks alot!
This was one of the last hurdles to complete the programm, just 1 more thing to tacke but I'll ask (if needed only ofcource) that in another topic. (It's about permanently saving hi-scores/variables ect. in the archive in an APP)

Really, big thanks for all the help here. :)


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Offline tr1p1ea

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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #10 on: July 18, 2010, 01:35:18 am »
Your best option for highscores in an APP is to save to an APPVAR. You can find good information on how to do that in the 83+ SDK: http://education.ti.com/downloads/guidebooks/sdk/83p/sdk83pguide.pdf
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Re: Sprites in an APP: No SMC, yet no working script :( Why?
« Reply #11 on: July 18, 2010, 01:54:54 am »
In case you want a more technical explanation why you can't use bcalls that use data in the app, here it is.  The entire readable memory is divided into 4 sectors each 16KB in size.  There are many pages, but they have to swapped around and replace an existing page to be used in that sector.  Apps execute in the sector which is from $4000 to $7FFF as I'm sure you are aware.  It is write protected, but permits reading and executing.  The 1st sector is OS stuff and the last 2 are ram, programs, and the sp stack in normal circumstances.

Now here is where it gets interesting.  The operating system is much larger than just that one page, so when you make a call to something like _PutS or _DispImage the calculator has to swap in the page of the OS that has that routine in it.  And guess which sector it uses?  Its the one at $4000 where the app is.  That means your page is swapped out so the OS can call it's routine.  Now when it tries to read the data you passed to it, its just going to be some random junk on that page and not the actual data you intended since your page isn't at that location anymore!  That's why you either copy the data to ram or write your own routines to use it.
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