.LL10 LDA XX1+7 \ Set A = z_hi CMP #192 \ If A >= 192 then the ship is a long way away, so jump BCS LL14 \ to LL14 to remove the ship from the screen LDA XX1 \ If x_lo >= z_lo, set the C flag, otherwise clear it CMP XX1+6 LDA XX1+1 \ Set A = x_hi - z_hi using the carry from the low SBC XX1+7 \ bytes, which sets the C flag as if we had done a full \ two-byte subtraction (x_hi x_lo) - (z_hi z_lo) BCS LL14 \ If the C flag is set then x >= z, so the ship is \ further to the side than it is in front of us, so it's \ outside our viewing angle of 45 degrees, and we jump \ to LL14 to remove it from the screen LDA XX1+3 \ If y_lo >= z_lo, set the C flag, otherwise clear it CMP XX1+6 LDA XX1+4 \ Set A = y_hi - z_hi using the carry from the low SBC XX1+7 \ bytes, which sets the C flag as if we had done a full \ two-byte subtraction (y_hi y_lo) - (z_hi z_lo) BCS LL14 \ If the C flag is set then y >= z, so the ship is \ further above us than it is in front of us, so it's \ outside our viewing angle of 45 degrees, and we jump \ to LL14 to remove it from the screen LDY #6 \ Fetch byte #6 from the ship's blueprint into X, which LDA (XX0),Y \ is the number * 4 of the vertex used for the ship's TAX \ laser LDA #255 \ Set bytes X and X+1 of the XX3 heap to 255. We're STA XX3,X \ going to use XX3 to store the screen coordinates of STA XX3+1,X \ all the visible vertices of this ship, so setting the \ laser vertex to 255 means that if we don't update this \ vertex with its screen coordinates in parts 6 and 7, \ this vertex's entry in the XX3 heap will still be 255, \ which we can check in part 9 to see if the laser \ vertex is visible (and therefore whether we should \ draw laser lines if the ship is firing on us) LDA XX1+6 \ Set (A T) = (z_hi z_lo) STA T LDA XX1+7 LSR A \ Set (A T) = (A T) / 8 ROR T LSR A ROR T LSR A ROR T LSR A \ If A >> 4 is non-zero, i.e. z_hi >= 16, jump to LL13 BNE LL13 \ as the ship is possibly far away enough to be shown as \ a dot LDA T \ Otherwise the C flag contains the previous bit 0 of A, ROR A \ which could have been set, so rotate A right four LSR A \ times so it's in the form %000xxxxx, i.e. z_hi reduced LSR A \ to a maximum value of 31 LSR A STA XX4 \ Store A in XX4, which is now the distance of the ship \ we can use for visibility testing BPL LL17 \ Jump down to LL17 (this BPL is effectively a JMP as we \ know bit 7 of A is definitely clear) .LL13 \ If we get here then the ship is possibly far enough \ away to be shown as a dot LDY #13 \ Fetch byte #13 from the ship's blueprint, which gives LDA (XX0),Y \ the ship's visibility distance, beyond which we show \ the ship as a dot CMP XX1+7 \ If z_hi <= the visibility distance, skip to LL17 to BCS LL17 \ draw the ship fully, rather than as a dot, as it is \ closer than the visibility distance LDA #%00100000 \ If bit 5 of the ship's byte #31 is set, then the AND XX1+31 \ ship is currently exploding, so skip to LL17 to draw BNE LL17 \ the ship's explosion cloud JMP SHPPT \ Otherwise jump to SHPPT to draw the ship as a dot, \ returning from the subroutine using a tail callName: LL9 (Part 2 of 12) [View in context] Type: Subroutine Category: Drawing ships Summary: Draw ship: Check if ship is in field of view, close enough to draw Deep dive: Drawing ships
This part checks whether the ship is in our field of view, and whether it is close enough to be fully drawn (if not, we jump to SHPPT to draw it as a dot).
Label LL13 is local to this routine
Draw a distant ship as a point rather than a full wireframe
Temporary storage, used to store the address of a ship blueprint. For example, it is used when we add a new ship to the local bubble in routine NWSHP, and it contains the address of the current ship's blueprint as we loop through all the nearby ships in the main flight loop
Temporary storage space for complex calculations