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Elite on the BBC Micro and NES

Ship hangar: HANGER

[Elite-A, I/O processor]

Name: HANGER [Show more] Type: Subroutine Category: Ship hangar Summary: Implement the picture_h command (draw horizontal lines for the ship hangar floor)
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * tube_table calls HANGER

This routine is run when the parasite sends a picture_h command. It draws a specified number of horizontal lines for the ship hangar's floor, making sure it draws between the ships when there are multiple ships in the hangar.
.HANGER JSR tube_get \ Get the parameters from the parasite for the command: STA picture_1 \ JSR tube_get \ picture_h(line_count, multiple_ships) STA picture_2 \ \ and store them as follows: \ \ * picture_1 = the number of horizontal lines to draw \ \ * picture_2 = 0 if there is only one ship, non-zero \ otherwise LDA picture_1 \ Set Y = #Y + picture_1 CLC \ ADC #Y \ where #Y is the y-coordinate of the centre of the \ screen, so Y is now the horizontal pixel row of the \ line we want to draw to display the hangar floor LSR A \ Set A = A >> 3 LSR A LSR A ORA #&60 \ Each character row in Elite's screen mode takes up one \ page in memory (256 bytes), so we now OR with &60 to \ get the page containing the line STA SC+1 \ Store the screen page in the high byte of SC(1 0) LDA picture_1 \ Set the low byte of SC(1 0) to the y-coordinate mod 7, AND #7 \ which determines the pixel row in the character block STA SC \ we need to draw in (as each character row is 8 pixels \ high), so SC(1 0) now points to the address of the \ start of the horizontal line we want to draw LDY #0 \ Set Y = 0 so the call to HAS2 starts drawing the line \ in the first byte of the screen row, at the left edge \ of the screen JSR HAS2 \ Draw a horizontal line from the left edge of the \ screen, going right until we bump into something \ already on-screen, at which point stop drawing LDA #%00000100 \ Now to draw the same line but from the right edge of \ the screen, so set a pixel mask in A to check the \ sixth pixel of the last byte, so we skip the 2-pixel \ screen border at the right edge of the screen LDY #248 \ Set Y = 248 so the call to HAS3 starts drawing the \ line in the last byte of the screen row, at the right \ edge of the screen JSR HAS3 \ Draw a horizontal line from the right edge of the \ screen, going left until we bump into something \ already on-screen, at which point stop drawing LDY picture_2 \ Fetch the value of picture_2, which is 0 if there is \ only one ship BEQ l_2045 \ If picture_2 is zero, jump to l_2045 to return from \ the subroutine as there is only one ship in the \ hangar, so we are done JSR HAS2 \ Call HAS2 to draw a line to the right, starting with \ the third pixel of the pixel row at screen address \ SC(1 0), so this draws a line from just after the \ halfway point across the right half of the screen, \ going right until we bump into something already \ on-screen, at which point it stops drawing LDY #128 \ We now draw the line from the centre of the screen \ to the left. SC(1 0) points to the start address of \ the screen row, so we set Y to 128 so the call to \ HAS3 starts drawing from halfway along the row (i.e. \ from the centre of the screen) LDA #%01000000 \ We want to start drawing from the second pixel, to \ avoid the border, so we set a pixel mask accordingly JSR HAS3 \ Call HAS3, which draws a line from the halfway point \ across the left half of the screen, going left until \ we bump into something already on-screen, at which \ point it stops drawing .l_2045 RTS \ Return from the subroutine