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Elite on the BBC Micro and NES

Ship hangar: DrawHangarWallLine

[NES version, Bank 1]

Name: DrawHangarWallLine [Show more] Type: Subroutine Category: Ship hangar Summary: Draw a vertical hangar wall line from top to bottom, stopping when it bumps into existing on-screen content
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * HANGER calls DrawHangarWallLine
.DrawHangarWallLine STA S ; Store A in S so we can retrieve it when returning ; from the subroutine STY YSAV ; Store Y in YSAV so we can retrieve it when returning ; from the subroutine LSR A ; Set SC2(1 0) = (nameBufferHi 0) + yLookup(Y) + A / 8 LSR A ; LSR A ; where yLookup(Y) uses the (yLookupHi yLookupLo) table CLC ; to convert the pixel y-coordinate in Y into the number ADC yLookupLo,Y ; of the first tile on the row containing the pixel STA SC2 ; LDA nameBufferHi ; Adding nameBufferHi and A / 8 therefore sets SC2(1 0) ADC yLookupHi,Y ; to the address of the entry in the nametable buffer STA SC2+1 ; that contains the tile number for the tile containing ; the pixel at (A, Y), i.e. the start of the line we are ; drawing LDA S ; Set T = S mod 8, which is the pixel column within the AND #7 ; character block at which we want to draw the start of STA T ; our line (as each character block has 8 columns) ; ; As we are drawing a vertical line, we do not need to ; vary the value of T, as we will always want to draw on ; the same pixel column within each character block .hanw1 SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 LDX #0 ; If the nametable buffer entry is zero for the tile LDA (SC2,X) ; containing the pixels that we want to draw, then a BEQ hanw3 ; pattern has not yet been allocated to this entry, so ; jump to hanw3 to allocate a new pattern LDX pattBufferHiDiv8 ; Set SC(1 0) = (pattBufferHiDiv8 A) * 8 STX SC+1 ; = (pattBufferHi 0) + A * 8 ASL A ; ROL SC+1 ; So SC(1 0) is the address in the pattern buffer for ASL A ; pattern number A (as each pattern contains 8 bytes of ROL SC+1 ; pattern data), which means SC(1 0) points to the ASL A ; pattern data for the tile containing the line we are ROL SC+1 ; drawing STA SC LDY #0 ; We want to start drawing the line from the top pixel ; line in the next character row, so set Y = 0 to use as ; the pixel row number LDX T ; Set X to the pixel column within the character block ; at which we want to draw our line, which we stored in ; T above .hanw2 LDA (SC),Y ; We now work out whether the pixel in column X would AND TWOS,X ; overlap with the top edge of the on-screen ship, which ; we do by AND'ing the pixel pattern with the on-screen ; pixel pattern in SC+Y, so if there are any pixels in ; both the pixel pattern and on-screen, they will be set ; in the result BNE hanw5 ; If the result is non-zero then our pixel in column X ; does indeed overlap with the on-screen ship, so we ; need to stop drawing our well line, so jump to hanw5 ; to return from the subroutine ; If we get here then our pixel in column X does not ; overlap with the on-screen ship, so we can draw it LDA (SC),Y ; Draw a pixel at x-coordinate X into the Y-th byte ORA TWOS,X ; of SC(1 0) STA (SC),Y INY ; Increment the y-coordinate in Y so we move down the ; line by one pixel CPY #8 ; If Y <> 8, loop back to hanw2 draw the next pixel as BNE hanw2 ; we haven't yet reached the bottom of the character ; block containing the line's top end JMP hanw4 ; Otherwise we have finished drawing the vertical line ; in this character row, so jump to hanw4 to move down ; to the next row .hanw3 LDA T ; Set A to the pixel column within the character block ; at which we want to draw our line, which we stored in ; T above CLC ; Patterns 52 to 59 contain pre-rendered patterns as ADC #52 ; follows: ; ; * Pattern 52 has a vertical line in pixel column 0 ; * Pattern 53 has a vertical line in pixel column 1 ; ... ; * Pattern 58 has a vertical line in pixel column 6 ; * Pattern 59 has a vertical line in pixel column 7 ; ; So A contains the pre-rendered pattern number that ; contains an 8-pixel line in pixel column T, and as T ; contains the offset of the pixel column for the line ; we are drawing, this means A contains the correct ; pattern number for this part of the line STA (SC2,X) ; Display the pre-rendered pattern on-screen by setting ; the nametable entry to A .hanw4 ; Next, we update SC2(1 0) to the address of the next ; row down in the nametable buffer, which we can do by ; adding 32 as there are 32 tiles in each row LDA SC2 ; Set SC2(1 0) = SC2(1 0) + 32 CLC ; ADC #32 ; Starting with the low bytes STA SC2 BCC hanw1 ; And then the high bytes, jumping to hanw1 when we are INC SC2+1 ; done to draw the vertical line on the next row JMP hanw1 .hanw5 LDA S ; Retrieve the value of A we stored above, so A is ; preserved LDY YSAV ; Retrieve the value of Y we stored above, so Y is ; preserved RTS ; Return from the subroutine