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Elite on the BBC Micro and NES

Drawing pixels: PIX

[Acorn Electron version, Loader]

Name: PIX [Show more] Type: Subroutine Category: Drawing pixels Summary: Draw a single pixel at a specific coordinate Deep dive: Drawing pixels in the Electron version
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: * PLL1 (Part 1 of 3) calls PIX * PLL1 (Part 2 of 3) calls PIX * PLL1 (Part 3 of 3) calls PIX

Draw a pixel at screen coordinate (X, -A). The sign bit of A gets flipped before drawing, and then the routine uses the same approach as the PIXEL routine in the main game code, except it plots a single pixel from TWOS instead of a two pixel dash from TWOS2. This applies to the top part of the screen (the space view). See the PIXEL routine in the main game code for more details.
Arguments: X The screen x-coordinate of the pixel to draw A The screen y-coordinate of the pixel to draw, negated
Other entry points: PIX-1 Contains an RTS
.PIX LDY #128 \ Set ZP = 128 for use in the calculation below STY ZP TAY \ Copy A into Y, for use later EOR #%10000000 \ Flip the sign of A CMP #248 \ If the y-coordinate in A >= 248, then this is the BCS PIX-1 \ bottom row of the screen, which we want to leave blank \ as it's below the bottom of the dashboard, so return \ from the subroutine (as PIX-1 contains an RTS) \ We now calculate the address of the character block \ containing the pixel (x, y) and put it in ZP(1 0), as \ follows: \ \ ZP = &5800 + (y div 8 * 256) + (y div 8 * 64) + 32 \ \ See the deep dive on "Drawing pixels in the Electron \ version" for details LSR A \ Set A = A >> 3 LSR A \ = y div 8 LSR A \ = character row number \ Also, as ZP = 128, we have: \ \ (A ZP) = (A 128) \ = (A * 256) + 128 \ = 4 * ((A * 64) + 32) \ = 4 * ((char row * 64) + 32) STA ZP+1 \ Set ZP+1 = A, so (ZP+1 0) = A * 256 \ = char row * 256 LSR A \ Set (A ZP) = (A ZP) / 4 ROR ZP \ = (4 * ((char row * 64) + 32)) / 4 LSR A \ = char row * 64 + 32 ROR ZP ADC ZP+1 \ Set ZP(1 0) = (A ZP) + (ZP+1 0) + &5800 ADC #&58 \ = (char row * 64 + 32) STA ZP+1 \ + char row * 256 \ + &5800 \ \ which is what we want, so ZP(1 0) contains the address \ of the first visible pixel on the character row \ containing the point (x, y) TXA \ To get the address of the character block on this row EOR #%10000000 \ that contains (x, y): AND #%11111000 \ ADC ZP \ ZP(1 0) = ZP(1 0) + (X >> 3) * 8 STA ZP BCC P%+4 \ If the addition of the low bytes overflowed, increment INC ZP+1 \ the high byte \ So ZP(1 0) now contains the address of the first pixel \ in the character block containing the (x, y), taking \ the screen borders into consideration TYA \ Set Y = Y AND %111 AND #%00000111 TAY TXA \ Set X = X AND %111 AND #%00000111 TAX LDA TWOS,X \ Fetch a pixel from TWOS and OR it into ZP+Y ORA (ZP),Y STA (ZP),Y RTS \ Return from the subroutine