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Version analysis of LL9 (Part 1 of 12)

This code appears in the following versions (click to see it in the source code):

Code variations between these versions are shown below.

Name: LL9 (Part 1 of 12) Type: Subroutine Category: Drawing ships Summary: Draw ship: Check if ship is exploding, check if ship is in front Deep dive: Drawing ships
This routine draws the current ship on the screen. This part checks to see if the ship is exploding, or if it should start exploding, and if it does it sets things up accordingly.

Code variation 1 of 11A variation in the comments only

This variation is blank in the Master version.

It also does some basic checks to see if we can see the ship, and if not it removes it from the screen.
In this code, XX1 is used to point to the current ship's data block at INWK (the two labels are interchangeable).
Arguments: XX1 XX1 shares its location with INWK, which contains the zero-page copy of the data block for this ship from the K% workspace INF The address of the data block for this ship in workspace K% XX19(1 0) XX19(1 0) shares its location with INWK(34 33), which contains the ship line heap address pointer XX0 The address of the blueprint for this ship

Code variation 2 of 11A variation in the comments only

This variation is blank in the Cassette, Disc (flight), Disc (docked), Master and Electron versions.

Returns: X If NEEDKEY is non-zero, scan the keyboard for a key press and return the internal key number in X (or 0 for no key press)

Other entry points: EE51 Remove the current ship from the screen, called from SHPPT before drawing the ship as a point

Code variation 3 of 11Specific to an individual platform

This variation is blank in the Disc (docked) version.

.LL25 JMP PLANET \ Jump to the PLANET routine, returning from the \ subroutine using a tail call
.LL9

Code variation 4 of 11Minor and very low-impact

This variation is blank in the Disc (docked) version.

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LDA TYPE \ If the ship type is negative then this indicates a BMI LL25 \ planet or sun, so jump to PLANET via LL25 above
LDX TYPE \ If the ship type is negative then this indicates a BMI LL25 \ planet or sun, so jump to PLANET via LL25 above
LDA TYPE \ If the ship type is negative then this indicates the BMI LL25 \ planet, so jump to PLANET via LL25 above

Code variation 5 of 11Related to the screen mode

This variation is blank in the Cassette, Disc (flight), Disc (docked) and Electron versions.

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LDA shpcol,X \ Set A to the ship colour for this type, from the X-th \ entry in the shpcol table STA COL \ Switch to this colour
LDA shpcol,X \ Set A to the ship colour for this type, from the X-th \ entry in the shpcol table JSR DOCOL \ Send a #SETCOL command to the I/O processor to switch \ to this colour
 LDA #31                \ Set XX4 = 31 to store the ship's distance for later
 STA XX4                \ comparison with the visibility distance. We will
                        \ update this value below with the actual ship's
                        \ distance if it turns out to be visible on-screen

Code variation 6 of 11Related to the Master version

The Master has a flicker-free ship plotting algorithm that plots and erases ship lines one line at a time. As part the new algorithm, it stores its progress while working its way through the ship line heap in the new variables at LSNUM and LSNUM2.

This variation is blank in the Cassette, Disc (flight), Disc (docked), 6502 Second Processor and Electron versions.

\ We now set things up for flicker-free ship plotting, \ by setting the following: \ \ LSNUM = offset to the first coordinate in the ship's \ line heap \ \ LSNUM2 = the number of bytes in the heap for the \ ship that's currently on-screen (or 0 if \ there is no ship currently on-screen) LDY #1 \ Set LSNUM = 1, the offset of the first set of line STY LSNUM \ coordinates in the ship line heap DEY \ Decrement Y to 0 LDA #%00001000 \ If bit 3 of the ship's byte #31 is set, then the ship BIT INWK+31 \ is currently being drawn on-screen, so skip the BNE P%+5 \ following two instructions LDA #0 \ The ship is not being drawn on screen, so set A = 0 \ so that LSNUM2 gets set to 0 below (as there are no \ existing coordinates on the ship line heap for this \ ship) EQUB &2C \ Skip the next instruction by turning it into \ &2C &B1 &BD, or BIT &BDB1 which does nothing apart \ from affect the flags LDA (XX19),Y \ Set LSNUM2 to the first byte of the ship's line heap, STA LSNUM2 \ which contains the number of bytes in the heap

Code variation 7 of 11Related to an enhanced feature

The enhanced versions have an extra bit (bit 7 of the NEWB flags) that determines whether a ship has been scooped or has finished docking, at which point they are removed from the screen.

This variation is blank in the Cassette, Disc (docked) and Electron versions.

LDA NEWB \ If bit 7 of the ship's NEWB flags is set, then the BMI EE51 \ ship has been scooped or has docked, so jump down to \ EE51 to redraw its wireframe, to remove it from the \ screen
 LDA #%00100000         \ If bit 5 of the ship's byte #31 is set, then the ship
 BIT XX1+31             \ is currently exploding, so jump down to EE28
 BNE EE28

 BPL EE28               \ If bit 7 of the ship's byte #31 is clear then the ship
                        \ has not just been killed, so jump down to EE28

                        \ Otherwise bit 5 is clear and bit 7 is set, so the ship
                        \ is not yet exploding but it has been killed, so we
                        \ need to start an explosion

 ORA XX1+31             \ Clear bits 6 and 7 of the ship's byte #31, to stop the
 AND #%00111111         \ ship from firing its laser and to mark it as no longer
 STA XX1+31             \ having just been killed

 LDA #0                 \ Set the ship's acceleration in byte #31 to 0, updating
 LDY #28                \ the byte in the workspace K% data block so we don't
 STA (INF),Y            \ have to copy it back from INWK later

 LDY #30                \ Set the ship's pitch counter in byte #30 to 0, to stop
 STA (INF),Y            \ the ship from pitching

 JSR EE51               \ Call EE51 to remove the ship from the screen

                        \ We now need to set up a new explosion cloud. We
                        \ initialise it with a size of 18 (which gets increased
                        \ by 4 every time the cloud gets redrawn), and the
                        \ explosion count (i.e. the number of particles in the
                        \ explosion), which go into bytes 1 and 2 of the ship
                        \ line heap. See DOEXP for more details of explosion
                        \ clouds

 LDY #1                 \ Set byte #1 of the ship line heap to 18, the initial
 LDA #18                \ size of the explosion cloud
 STA (XX19),Y

 LDY #7                 \ Fetch byte #7 from the ship's blueprint, which
 LDA (XX0),Y            \ determines the explosion count (i.e. the number of
 LDY #2                 \ vertices used as origins for explosion clouds), and
 STA (XX19),Y           \ store it in byte #2 of the ship line heap

Code variation 8 of 11A variation in the comments only

This variation is blank in the Disc (flight), Disc (docked), 6502 Second Processor, Master and Electron versions.

\LDA XX1+32 \ These instructions are commented out in the original \AND #&7F \ source
                        \ The following loop sets bytes 3-6 of the of the ship
                        \ line heap to random numbers

.EE55

 INY                    \ Increment Y (so the loop starts at 3)

 JSR DORND              \ Set A and X to random numbers

 STA (XX19),Y           \ Store A in the Y-th byte of the ship line heap

 CPY #6                 \ Loop back until we have randomised the 6th byte
 BNE EE55

.EE28

 LDA XX1+8              \ Set A = z_sign

.EE49

 BPL LL10               \ If A is positive, i.e. the ship is in front of us,
                        \ jump down to LL10

.LL14

                        \ The following removes the ship from the screen by
                        \ redrawing it (or, if it is exploding, by redrawing the
                        \ explosion cloud). We call it when the ship is no
                        \ longer on-screen, is too far away to be fully drawn,
                        \ and so on

 LDA XX1+31             \ If bit 5 of the ship's byte #31 is clear, then the
 AND #%00100000         \ ship is not currently exploding, so jump down to EE51
 BEQ EE51               \ to redraw its wireframe

 LDA XX1+31             \ The ship is exploding, so clear bit 3 of the ship's
 AND #%11110111         \ byte #31 to denote that the ship is no longer being
 STA XX1+31             \ drawn on-screen

Code variation 9 of 11A variation in the comments only

This variation is blank in the Disc (docked) version.

JMP DOEXP \ Jump to DOEXP to display the explosion cloud, which \ will remove it from the screen, returning from the \ subroutine using a tail call
.EE51

 LDA #%00001000         \ If bit 3 of the ship's byte #31 is clear, then there
 BIT XX1+31             \ is already nothing being shown for this ship, so
 BEQ LL10-1             \ return from the subroutine (as LL10-1 contains an RTS)

 EOR XX1+31             \ Otherwise flip bit 3 of byte #31 and store it (which
 STA XX1+31             \ clears bit 3 as we know it was set before the EOR), so
                        \ this sets this ship as no longer being drawn on-screen

Code variation 10 of 11A variation in the labels only

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JMP LL155 \ Jump to LL155 to draw the ship, which removes it from \ the screen, returning from the subroutine using a \ tail call
JMP LSCLR \ Jump to LSCLR to draw the ship, which removes it from \ the screen, returning from the subroutine using a \ tail call

Code variation 11 of 11A variation in the comments only

This variation is blank in the Disc (flight), Disc (docked), 6502 Second Processor, Master and Electron versions.

\.LL24 \ This label is commented out in the original source, \ and was presumably used to label the RTS which is \ actually called by LL10-1 above, not LL24
 RTS                    \ Return from the subroutine