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Elite on the BBC Micro and NES

Drawing lines: LOIN (Part 4 of 7)

[Acorn Electron version]

Name: LOIN (Part 4 of 7) [Show more] Type: Subroutine Category: Drawing lines Summary: Draw a shallow line going right and down or left and up Deep dive: Bresenham's line algorithm
Context: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: No direct references to this subroutine in this source file

This routine draws a line from (X1, Y1) to (X2, Y2). It has multiple stages. If we get here, then: * The line is going right and down (no swap) or left and up (swap) * X1 < X2 and Y1-1 <= Y2 * Draw from (X1, Y1) at top left to (X2, Y2) at bottom right, omitting the first pixel
.DOWN LDA SWAP \ If SWAP = 0 then we didn't swap the coordinates above, BEQ LI9 \ so jump down to LI9 to skip plotting the first pixel DEX \ Decrement the counter in X because we're about to plot \ the first pixel .LIL3 \ We now loop along the line from left to right, using X \ as a decreasing counter, and at each count we plot a \ single pixel using the pixel mask in R LDA R \ Fetch the pixel byte from R EOR (SC),Y \ Store R into screen memory at SC(1 0), using EOR STA (SC),Y \ logic so it merges with whatever is already on-screen .LI9 LSR R \ Shift the single pixel in R to the right to step along \ the x-axis, so the next pixel we plot will be at the \ next x-coordinate along BCC LI10 \ If the pixel didn't fall out of the right end of R \ into the C flag, then jump to LI10 ROR R \ Otherwise we need to move over to the next character \ block, so first rotate R right so the set C flag goes \ back into the left end, giving %10000000 LDA SC \ Add 8 to SC, so SC(1 0) now points to the next ADC #8 \ character along to the right STA SC BCC LI10 \ If the addition of the low bytes overflowed, increment INC SC+1 \ the high byte of SC(1 0) .LI10 LDA S \ Set S = S + Q to update the slope error ADC Q STA S BCC LIC3 \ If the addition didn't overflow, jump to LIC3 INY \ Otherwise we just overflowed, so increment Y to move \ to the pixel line below CPY #8 \ If Y < 8 we are still within the same character block, BNE LIC3 \ so skip to LIC3 \ We now need to move down into the character block \ below, and each character row in screen memory takes \ up &140 bytes (&100 for the visible part and &20 for \ each of the blank borders on the side of the screen), \ so that's what we need to add to SC(1 0) \ \ We also know the C flag is set, as we didn't take the \ BCC above, so we can add &13F in order to get the \ correct result LDA SC \ Set SC(1 0) = SC(1 0) + &140 ADC #&3F \ STA SC \ Starting with the low bytes LDA SC+1 \ And then adding the high bytes ADC #&01 STA SC+1 LDY #0 \ Set the pixel line to the first line in that character \ block .LIC3 DEX \ Decrement the counter in X BNE LIL3 \ If we haven't yet reached the right end of the line, \ loop back to LIL3 to plot the next pixel along LDY YSAV \ Restore Y from YSAV, so that it's preserved RTS \ Return from the subroutine