.SQUA2 BPL SQUA \ If A > 0, jump to SQUA EOR #&FF \ Otherwise we need to negate A for the SQUA algorithm CLC \ to work, so we do this using two's complement, by ADC #1 \ setting A = ~A + 1 .SQUA STA Q \ Set Q = A and P = A STA P \ Set P = A LDA #0 \ Set A = 0 so we can start building the answer in A LDY #8 \ Set up a counter in Y to count the 8 bits in P LSR P \ Set P = P >> 1 \ and C flag = bit 0 of P .SQL1 BCC SQ1 \ If C (i.e. the next bit from P) is set, do the CLC \ addition for this bit of P: ADC Q \ \ A = A + Q .SQ1 ROR A \ Shift A right to catch the next digit of our result, \ which the next ROR sticks into the left end of P while \ also extracting the next bit of P ROR P \ Add the overspill from shifting A to the right onto \ the start of P, and shift P right to fetch the next \ bit for the calculation into the C flag DEY \ Decrement the loop counter BNE SQL1 \ Loop back for the next bit until P has been rotated \ all the way RTS \ Return from the subroutineName: SQUA2 [Show more] Type: Subroutine Category: Maths (Arithmetic) Summary: Calculate (A P) = A * AContext: See this subroutine in context in the source code References: This subroutine is called as follows: * PLL1 calls SQUA2
Do the following multiplication of unsigned 8-bit numbers: (A P) = A * A This uses the same approach as routine SQUA2 in the main game code, which itself uses the MU11 routine to do the multiplication. See those routines for more details.
Label SQ1 is local to this routine
Label SQL1 is local to this routine
Label SQUA is local to this routine