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Elite on the BBC Micro and NES

Ship hangar: HAS2

[BBC Micro disc version, Docked]

Name: HAS2 [Show more] Type: Subroutine Category: Ship hangar Summary: Draw a hangar background line from left to right
Context: 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 HAS2 * HAS3 calls via HA3

This routine draws a line to the right, starting with the third pixel of the pixel row at screen address SC(1 0), and aborting if we bump into something that's already on-screen.
Other entry points: HA3 Contains an RTS
.HAS2 LDA #%00100000 \ Set A to the pixel pattern for a mode 4 character row \ byte with the third pixel set, so we start drawing the \ horizontal line just to the right of the 2-pixel \ border along the edge of the screen .HAL2 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 LSR A \ Shift A to the right to move on to the next pixel BCC HAL2 \ If bit 0 before the shift was clear (i.e. we didn't \ just do the fourth pixel in this block), loop back to \ HAL2 to check and draw the next pixel TYA \ Set Y = Y + 8 (as we know the C flag is set) to point ADC #7 \ to the next character block along TAY LDA #%10000000 \ Reset the pixel mask in A to the first pixel in the \ new 8-pixel character block BCC HAL2 \ If the above addition didn't overflow, jump back to \ HAL2 to keep drawing the line in the next character \ block .HA3 RTS \ The addition overflowed, so we have reached the last \ character block in this page of memory, which is the \ end of the line, so we return from the subroutine