.PIX TAY \ Copy A into Y, for use later EOR #%10000000 \ Flip the sign of A LSR A \ Set A = A >> 3 LSR A LSR A LSR CHKSM+1 \ Rotate the high byte of CHKSM+1 to the right, as part \ of the copy protection ORA #&60 \ Set ZP+1 = &60 + A >> 3 STA ZP+1 TXA \ Set ZP = (X >> 3) * 8 EOR #%10000000 AND #%11111000 STA ZP TYA \ Set Y = Y mod 8, which is the pixel row within the AND #7 \ character block at which we want to draw the start of TAY \ our line (as each character block has 8 rows) TXA \ Set X = X 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 pixel from TWOS and poke it into ZP+Y STA (ZP),Y .out RTS \ Return from the subroutineName: PIX [Show more] Type: Subroutine Category: Drawing pixels Summary: Draw a single pixel at a specific coordinateContext: See this subroutine in context in the source code References: This subroutine is called as follows: * PLL1 (Part 1 of 3) calls PIX * PLL1 (Part 2 of 3) calls PIX * PLL1 (Part 3 of 3) calls PIX * PROT2 calls via out
Draw a pixel at screen coordinate (X, -A). The sign bit of A gets flipped before drawing, and then the routine uses the same approach as the PIXEL routine in the main game code, except it plots a single pixel from TWOS instead of a two pixel dash from TWOS2. This applies to the top part of the screen (the monochrome mode 4 space view). See the PIXEL routine in the main game code for more details.
Arguments: X The screen x-coordinate of the pixel to draw A The screen y-coordinate of the pixel to draw, negated
Other entry points: out Contains an RTS
[X]
Variable TWOS (category: Drawing pixels)
Ready-made single-pixel character row bytes for mode 4
[X]
Workspace ZP (category: Workspaces)
Important variables used by the loader