.LL155 LDY #0 \ Fetch the first byte from the ship line heap into A, LDA (XX19),Y \ which contains the number of bytes in the heap STA XX20 \ Store the heap size in XX20 CMP #4 \ If the heap size is less than 4, there is nothing to BCC LL118-1 \ draw, so return from the subroutine (as LL118-1 \ contains an RTS) INY \ Set Y = 1, which we will use as an index into the ship \ line heap, starting at byte #1 (as byte #0 contains \ the heap size) .LL27 LDA (XX19),Y \ Fetch the X1 line coordinate from the heap and store STA XX15 \ it in XX15 INY \ Increment the heap pointer LDA (XX19),Y \ Fetch the Y1 line coordinate from the heap and store STA XX15+1 \ it in XX15+1 INY \ Increment the heap pointer LDA (XX19),Y \ Fetch the X2 line coordinate from the heap and store STA XX15+2 \ it in XX15+2 INY \ Increment the heap pointer LDA (XX19),Y \ Fetch the Y2 line coordinate from the heap and store STA XX15+3 \ it in XX15+3 JSR LL30 \ Draw a line from (X1, Y1) to (X2, Y2) INY \ Increment the heap pointer CPY XX20 \ If the heap counter is less than the size of the heap, BCC LL27 \ loop back to LL27 to draw the next line from the heap \LL82 \ This label is commented out in the original source RTS \ Return from the subroutineName: LL9 (Part 12 of 12) [View in context] Type: Subroutine [Compare versions] Category: Drawing ships Summary: Draw ship: Draw all the visible edges from the ship line heap Deep dive: Drawing ships
This part draws the lines in the ship line heap, which is used both to draw the ship, and to remove it from the screen.
Move a point along a line until it is on-screen
Entry point LL118-1 in subroutine LL118 (category: Drawing lines)
Contains an RTS
Label LL27 is local to this routine
Entry point LL30 in subroutine LOIN (Part 1 of 7) (category: Drawing lines)
LL30 is a synonym for LOIN and draws a line from (X1, Y1) to (X2, Y2)