.HAS3 TAX \ Store A in X so we can retrieve it after the following \ check and again after updating screen memory AND (SC),Y \ If the pixel we want to draw is non-zero (using A as a BNE HA3 \ mask), then this means it already contains something, \ so we stop drawing because we have run into something \ that's already on-screen, and return from the \ subroutine (as HA3 contains an RTS) TXA \ Retrieve the value of A we stored above, so A now \ contains the pixel mask again ORA (SC),Y \ OR the byte with the current contents of screen \ memory, so the pixel we want is set to red (because \ we know the bits are already 0 from the above test) STA (SC),Y \ Store the updated pixel in screen memory TXA \ Retrieve the value of A we stored above, so A now \ contains the pixel mask again ASL A \ Shift A to the left to move to the next pixel to the \ left BCC HAS3 \ If bit 7 before the shift was clear (i.e. we didn't \ just do the first pixel in this block), loop back to \ HAS3 to check and draw the next pixel to the left TYA \ Set Y = Y - 8 (as we know the C flag is set) to point SBC #8 \ to the next character block to the left TAY LDA #%00010000 \ Set a mask in A to the last pixel in the 4-pixel byte BCS HAS3 \ If the above subtraction didn't underflow, jump back \ to HAS3 to keep drawing the line in the next character \ block to the left RTS \ Return from the subroutineName: HAS3 [Show more] Type: Subroutine Category: Ship hangar Summary: Draw a hangar background line from right to leftContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * HANGER calls HAS3
This routine draws a line to the left, starting with the pixel mask in A at screen address SC(1 0) and character block offset Y, and aborting if we bump into something that's already on-screen.
Entry point HA3 in subroutine HANGER (category: Ship hangar)
Contains an RTS
Draw a hangar background line from right to left