This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.DIL2 LDY #1 \ We want to start drawing the vertical indicator bar on \ the second line in the indicator's character block, so \ set Y to point to that row's offset STA Q \ Store the offset of the vertical bar to draw in Q \ We are now going to work our way along the indicator \ on the dashboard, from left to right, working our way \ along one character block at a time. Y will be used as \ a pixel row counter to work our way through the \ character blocks, so each time we draw a character \ block, we will increment Y by 8 to move on to the next \ block (as each character block contains 8 rows) .DLL10Name: DIL2 Type: Subroutine Category: Dashboard Summary: Update the roll or pitch indicator on the dashboard Deep dive: The dashboard indicators
The indicator can show a vertical bar in 16 positions, with a value of 8 showing the bar in the middle of the indicator. In practice this routine is only ever called with A in the range 1 to 15, so the vertical bar never appears in the leftmost position (though it does appear in the rightmost).
Arguments: A The offset of the vertical bar to show in the indicator, from 0 at the far left, to 8 in the middle, and 15 at the far right
Returns: C flag The C flag is set
LDA #&FF \ Set A to a high number (and &FF is as high as they go) LDX Q \ Set X to the offset of the vertical bar, which we know \ is within this character block STA Q \ Set Q to a high number (&FF, why not) so we will keep \ drawing blank characters after this one until we reach \ the end of the indicator row
.DLL11 \ If we get here then we want to draw a blank for this \ character block STA Q \ Update Q with the new offset of the vertical bar, so \ it becomes the offset after the character block we \ are about to draw LDA #0 \ Change the mask so no bits are set, so all of the \ character blocks we display from now on will be blank .DLL12 STA (SC),Y \ Draw the shape of the mask on pixel row Y of the \ character block we are processing INY \ Draw the next pixel row, incrementing Y STA (SC),Y INY \ And draw the third pixel row, incrementing Y STA (SC),Y INY \ And draw the fourth pixel row, incrementing Y STA (SC),Y TYA \ Add 5 to Y, so Y is now 8 more than when we started CLC \ this loop iteration, so Y now points to the address ADC #5 \ of the first line of the indicator bar in the next TAY \ character block (as each character is 8 bytes of \ screen memory)