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Elite on the BBC Micro and NES

Dashboard: SC48

[6502 Second Processor version, I/O processor]

Name: SC48 [Show more] Type: Subroutine Category: Dashboard Summary: Implement the #onescan command (draw a ship on the 3D scanner)
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * OSWVECS calls SC48

This routine is run when the parasite sends a #onescan command with parameters in the block at OSSC(1 0). It draws a ship on the 3D scanner. The parameters match those put into the SCANpars block in the parasite.
Arguments: OSSC(1 0) A parameter block as follows: * Byte #2 = The sign of the stick height (in bit 7) * Byte #3 = The stick height for this ship on the scanner * Byte #4 = The colour of the ship on the scanner * Byte #5 = The screen x-coordinate of the dot on the scanner * Byte #6 = The screen y-coordinate of the dot on the scanner
.SC48 LDY #4 \ Fetch byte #4 from the parameter block (the colour) LDA (OSSC),Y \ and store it in COL STA COL INY \ Fetch byte #5 from the parameter block (the screen LDA (OSSC),Y \ x-coordinate) and store it in X1 STA X1 INY \ Fetch byte #6 from the parameter block (the screen LDA (OSSC),Y \ y-coordinate) and store it in Y1 STA Y1 JSR CPIX4 \ Draw a double-height mode 2 dot at (X1, Y1). This also \ leaves the following variables set up for the dot's \ top-right pixel, the last pixel to be drawn (as the \ dot gets drawn from the bottom up): \ \ SC(1 0) = screen address of the pixel's character \ block \ \ Y = number of the character row containing the pixel \ \ X = the pixel's number (0-3) in that row \ \ We can use there as the starting point for drawing the \ stick, if there is one LDA CTWOS+2,X \ Load the same mode 2 1-pixel byte that we just used AND COL \ for the top-right pixel, and mask it with the same STA X1 \ colour, storing the result in X1, so we can use it as \ the character row byte for the stick STY Q \ Store Y in Q so we can retrieve it after fetching the \ stick details LDY #2 \ Fetch byte #2 from the parameter block (the sign of LDA (OSSC),Y \ the stick height) and shift bit 7 into the C flag, so ASL A \ C now contains the sign of the stick height INY \ Set A to byte #3 from the parameter block (the stick LDA (OSSC),Y \ height) BEQ RTS \ If the stick height is zero, then there is no stick to \ draw, so return from the subroutine (as RTS contains \ an RTS) LDY Q \ Restore the value of Y from Q, so Y now contains the \ character row containing the dot we drew above TAX \ Copy the stick height into X BCC RTS+1 \ If the C flag is clear then the stick height in A is \ negative, so jump down to RTS+1 .VLL1 \ If we get here then the stick length is positive (so \ the dot is below the ellipse and the stick is above \ the dot, and we need to draw the stick upwards from \ the dot) DEY \ We want to draw the stick upwards, so decrement the \ pixel row in Y BPL VL1 \ If Y is still positive then it correctly points at the \ line above, so jump to VL1 to skip the following LDY #7 \ We just decremented Y up through the top of the \ character block, so we need to move it to the last row \ in the character above, so set Y to 7, the number of \ the last row DEC SC+1 \ Decrement the high byte of the screen address twice to DEC SC+1 \ move to the character block above (we do this twice as \ there are two pages in memory per character row) .VL1 LDA X1 \ Set A to the character row byte for the stick, which \ we stored in X1 above, and which has the same pixel \ pattern as the bottom-right pixel of the dot (so the \ stick comes out of the right side of the dot) EOR (SC),Y \ Draw the stick on row Y of the character block using STA (SC),Y DEX \ Decrement (positive) the stick height in X BNE VLL1 \ If we still have more stick to draw, jump up to VLL1 \ to draw the next pixel .RTS RTS \ Return from the subroutine \ If we get here then the stick length is negative (so \ the dot is above the ellipse and the stick is below \ the dot, and we need to draw the stick downwards from \ the dot) INY \ We want to draw the stick downwards, so we first \ increment the row counter so that it's pointing to the \ bottom-right pixel in the dot (as opposed to the top- \ right pixel that the call to CPIX4 finished on) CPY #8 \ If the row number in Y is less than 8, then it BNE VLL2 \ correctly points at the next line down, so jump to \ VLL2 to skip the following LDY #0 \ We just incremented Y down through the bottom of the \ character block, so we need to move it to the first \ row in the character below, so set Y to 0, the number \ of the first row INC SC+1 \ Increment the high byte of the screen address twice to INC SC+1 \ move to the character block above (we do this twice as \ there are two pages in memory per character row) .VLL2 INY \ We want to draw the stick itself, heading downwards, \ so increment the pixel row in Y CPY #8 \ If the row number in Y is less than 8, then it BNE VL2 \ correctly points at the next line down, so jump to \ VL2 to skip the following LDY #0 \ We just incremented Y down through the bottom of the \ character block, so we need to move it to the first \ row in the character below, so set Y to 0, the number \ of the first row INC SC+1 \ Increment the high byte of the screen address twice to INC SC+1 \ move to the character block above (we do this twice as \ there are two pages in memory per character row) .VL2 LDA X1 \ Set A to the character row byte for the stick, which \ we stored in X1 above, and which has the same pixel \ pattern as the bottom-right pixel of the dot (so the \ stick comes out of the right side of the dot) EOR (SC),Y \ Draw the stick on row Y of the character block using STA (SC),Y INX \ Decrement the (negative) stick height in X BNE VLL2 \ If we still have more stick to draw, jump up to VLL2 \ to draw the next pixel RTS \ Return from the subroutine