.STPY LDY Y1 ; Set A = Y = Y1 TYA LDX X1 ; Set X = X1 CPY Y2 ; If Y1 >= Y2, jump down to LI15, as the coordinates are BCS LI15 ; already in the order that we want DEC SWAP ; Otherwise decrement SWAP from 0 to $FF, to denote that ; we are swapping the coordinates around LDA X2 ; Swap the values of X1 and X2 STA X1 STX X2 TAX ; Set X = X1 LDA Y2 ; Swap the values of Y1 and Y2 STA Y1 STY Y2 TAY ; Set Y = A = Y1 .LI15 ; By this point we know the line is vertical-ish and ; Y1 >= Y2, so we're going from top to bottom as we go ; from Y1 to Y2 TXA ; Set A = bits 3-7 of X1 AND #%11111000 CLC ; The ylookup table lets us look up the 16-bit address ADC ylookupl,Y ; of the start of a character row containing a specific STA SC ; pixel, so this fetches the address for the start of LDA ylookuph,Y ; the character row containing the y-coordinate in Y, ADC #0 ; and adds it to the row offset we just calculated in A STA SC+1 TYA ; Set Y = Y mod 8 AND #7 ; TAY ; So Y is the pixel row within the character block where ; we want to start drawing TXA ; Set X = X1 mod 8, which is the horizontal pixel number AND #7 ; within the character block where the line starts (as TAX ; each pixel line in the character block is 8 pixels ; wide) LDA TWOS,X ; Fetch a 1-pixel byte from TWOS where pixel X is set, STA R2 ; and store it in R2 ; The following section calculates: ; ; P2 = P2 / Q2 ; = |delta_x| / |delta_y| ; ; using the log tables at logL and log to calculate: ; ; A = log(P2) - log(Q2) ; = log(|delta_x|) - log(|delta_y|) ; ; by first subtracting the low bytes of the logarithms ; from the table at LogL, and then subtracting the high ; bytes from the table at log, before applying the ; antilog to get the result of the division and putting ; it in P2 LDX P2 ; Set X = |delta_x| BEQ LIfudge ; If |delta_x| = 0, jump to LIfudge to return 0 as the ; result of the division LDA logL,X ; Set A = log(P2) - log(Q2) LDX Q2 ; = log(|delta_x|) - log(|delta_y|) SEC ; SBC logL,X ; by first subtracting the low bytes of ; log(P2) - log(Q2) BMI LIloG ; If A > 127, jump to LIloG LDX P2 ; And then subtracting the high bytes of LDA log,X ; log(P2) - log(Q2) so now A contains the high byte of LDX Q2 ; log(P2) - log(Q2) SBC log,X BCS LIlog3 ; If the subtraction fitted into one byte and didn't ; underflow, then log(P2) - log(Q2) < 256, so we jump to ; LIlog3 to return a result of 255 TAX ; Otherwise we set A to the A-th entry from the antilog LDA antilog,X ; table so the result of the division is now in A JMP LIlog2 ; Jump to LIlog2 to return the result .LIlog3 LDA #255 ; The division is very close to 1, so set A to the BNE LIlog2 ; closest possible answer to 256, i.e. 255, and jump to ; LIlog2 to return the result (this BNE is effectively a ; JMP as A is never zero) .LIloG LDX P2 ; Subtract the high bytes of log(P2) - log(Q2) so now A LDA log,X ; contains the high byte of log(P2) - log(Q2) LDX Q2 SBC log,X BCS LIlog3 ; If the subtraction fitted into one byte and didn't ; underflow, then log(P2) - log(Q2) < 256, so we jump to ; LIlog3 to return a result of 255 TAX ; Otherwise we set A to the A-th entry from the LDA antilogODD,X ; antilogODD so the result of the division is now in A .LIlog2 STA P2 ; Store the result of the division in P, so we have: ; ; P2 = |delta_x| / |delta_y| .LIfudge SEC ; Set the C flag for the subtraction below LDX Q2 ; Set X = Q2 + 1 INX ; = |delta_y| + 1 ; ; We add 1 so we can skip the first pixel plot if the ; line is being drawn with swapped coordinates LDA X2 ; Set A = X2 - X1 SBC X1 BCC LFT ; If X2 < X1 then jump to LFT, as we need to draw the ; line to the left and downName: LOIN (Part 5 of 7) [Show more] Type: Subroutine Category: Drawing lines Summary: Draw a line: Line has a steep gradient, step up along y-axis Deep dive: Bresenham's line algorithmContext: See this subroutine in context in the source code 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: * |delta_y| >= |delta_x| * The line is closer to being vertical than horizontal * We are going to step up along the y-axis * We potentially swap coordinates to make sure Y1 >= Y2
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Label LFT in subroutine LOIN (Part 7 of 7)
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Label LI15 is local to this routine
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Label LIfudge is local to this routine
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Label LIloG is local to this routine
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Label LIlog2 is local to this routine
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Label LIlog3 is local to this routine
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Variable TWOS (category: Drawing pixels)
Ready-made single-pixel character row bytes for mode 4
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Variable antilog (category: Maths (Arithmetic))
Binary antilogarithm table
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Variable antilogODD (category: Maths (Arithmetic))
Binary antilogarithm table
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Variable log (category: Maths (Arithmetic))
Binary logarithm table (high byte)
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Variable logL (category: Maths (Arithmetic))
Binary logarithm table (low byte)
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Variable ylookuph (category: Drawing pixels)
Lookup table for converting a pixel y-coordinate to the high byte of a screen address (within the 256-pixel-wide game screen)
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Variable ylookupl (category: Drawing pixels)
Lookup table for converting a pixel y-coordinate to the low byte of a screen address (within the 256-pixel-wide game screen)