.SCAN LDA INWK+31 \ Fetch the ship's scanner flag from byte #31 AND #%00010000 \ If bit 4 is clear then the ship should not be shown BEQ SC5 \ on the scanner, so return from the subroutine (as SC5 \ contains an RTS) LDA TYPE \ Fetch the ship's type from TYPE into A BMI SC5 \ If this is the planet, then the type will have bit 7 \ set and we don't want to display it on the scanner, \ so return from the subroutine (as SC5 contains an RTS) LDA INWK+1 \ If any of x_hi, y_hi and z_hi have a 1 in bit 6 or 7, ORA INWK+4 \ then the ship is too far away to be shown on the ORA INWK+7 \ scanner, so return from the subroutine (as SC5 AND #%11000000 \ contains an RTS) BNE SC5 \ If we get here, we know x_hi, y_hi and z_hi are all \ 63 (%00111111) or less \ Now, we convert the x_hi coordinate of the ship into \ the screen x-coordinate of the dot on the scanner, \ using the following (see the deep dive on "The 3D \ scanner" for an explanation): \ \ X1 = 123 + (x_sign x_hi) LDA INWK+1 \ Set A = x_hi CLC \ Clear the C flag so we can do addition below LDX INWK+2 \ Set X = x_sign BPL SC2 \ If x_sign is positive, skip the following EOR #%11111111 \ x_sign is negative, so flip the bits in A and add 1 ADC #1 \ to make it a negative number (bit 7 will now be set \ as we confirmed above that bits 6 and 7 are clear). So \ this gives A the sign of x_sign and gives it a value \ range of -63 (%11000001) to 0 .SC2 ADC #123 \ Set X1 = 123 + (x_sign x_hi) STA X1 \ Next, we convert the z_hi coordinate of the ship into \ the y-coordinate of the base of the ship's stick, \ like this (see the deep dive on "The 3D scanner" for \ an explanation): \ \ SC = 220 - (z_sign z_hi) / 4 \ \ though the following code actually does it like this: \ \ SC = 255 - (35 + z_hi / 4) LDA INWK+7 \ Set A = z_hi / 4 LSR A \ LSR A \ So A is in the range 0-15 CLC \ Clear the C flag for the addition below LDX INWK+8 \ Set X = z_sign BPL SC3 \ If z_sign is positive, skip the following EOR #%11111111 \ z_sign is negative, so flip the bits in A and set the SEC \ C flag. As above, this makes A negative, this time \ with a range of -16 (%11110000) to -1 (%11111111). And \ as we are about to do an ADC, the SEC effectively adds \ another 1 to that value, giving a range of -15 to 0 .SC3 ADC #35 \ Set A = 35 + A to give a number in the range 20 to 50 EOR #%11111111 \ Flip all the bits and store in SC, so SC is in the STA SC \ range 205 to 235, with a higher z_hi giving a lower SC \ Now for the stick height, which we calculate using the \ following (see the deep dive on "The 3D scanner" for \ an explanation): \ \ A = - (y_sign y_hi) / 2 LDA INWK+4 \ Set A = y_hi / 2 LSR A CLC \ Clear the C flag LDX INWK+5 \ Set X = y_sign BMI SCD6 \ If y_sign is negative, skip the following, as we \ already have a positive value in A EOR #%11111111 \ y_sign is positive, so flip the bits in A and set the SEC \ C flag. This makes A negative, and as we are about to \ do an ADC below, the SEC effectively adds another 1 to \ that value to implement two's complement negation, so \ we don't need to add another 1 here .SCD6 \ We now have all the information we need to draw this \ ship on the scanner, namely: \ \ X1 = the screen x-coordinate of the ship's dot \ \ SC = the screen y-coordinate of the base of the \ stick \ \ A = the screen height of the ship's stick, with the \ correct sign for adding to the base of the stick \ to get the dot's y-coordinate \ \ First, though, we have to make sure the dot is inside \ the dashboard, by moving it if necessary ADC SC \ Set A = SC + A, so A now contains the y-coordinate of \ the end of the stick, plus the length of the stick, to \ give us the screen y-coordinate of the dot BPL ld246 \ If the result has bit 0 clear, then the result has \ overflowed and is bigger than 256, so jump to ld246 to \ set A to the maximum allowed value of 246 (this \ instruction isn't required as we test both the maximum \ and minimum below, but it might save a few cycles) CMP #194 \ If A >= 194, skip the following instruction, as 194 is BCS P%+4 \ the minimum allowed value of A LDA #194 \ A < 194, so set A to 194, the minimum allowed value \ for the y-coordinate of our ship's dot CMP #247 \ If A < 247, skip the following instruction, as 246 is BCC P%+4 \ the maximum allowed value of A .ld246 LDA #246 \ A >= 247, so set A to 246, the maximum allowed value \ for the y-coordinate of our ship's dot STA Y1 \ Store A in Y1, as it now contains the screen \ y-coordinate for the ship's dot, clipped so that it \ fits within the dashboard SEC \ Set A = A - SC to get the stick length, by reversing SBC SC \ the ADC SC we did above. This clears the C flag if the \ result is negative (i.e. the stick length is negative) \ and sets it if the result is positive (i.e. the stick \ length is negative) \ So now we have the following: \ \ X1 = the screen x-coordinate of the ship's dot, \ clipped to fit into the dashboard \ \ Y1 = the screen y-coordinate of the ship's dot, \ clipped to fit into the dashboard \ \ SC = the screen y-coordinate of the base of the \ stick \ \ A = the screen height of the ship's stick, with the \ correct sign for adding to the base of the stick \ to get the dot's y-coordinate \ \ C = 0 if A is negative, 1 if A is positive \ \ and we can get on with drawing the dot and stick PHP \ Store the flags (specifically the C flag) from the \ above subtraction .SC48 PHA \ Store the stick height in A on the stack JSR CPIX4 \ Draw a double-height dot at (X1, Y1). This also leaves \ the following variables set up for the dot's top-right \ pixel, the last pixel to be drawn (as the dot gets \ drawn from the bottom up): \ \ SC(1 0) = screen address of the pixel's character \ block \ \ Y = number of the character row containing the pixel \ \ X = the pixel's number (0-3) in that row \ \ We can use there as the starting point for drawing the \ stick, if there is one LDA TWOS,X \ Load the same mode 4 1-pixel byte that we just used STA X1 \ for the top-right pixel and store it in X1, so we can \ use it as the character row byte for the stick PLA \ Restore the stick height from the stack into A PLP \ Restore the flags from above, so the C flag once again \ reflects the sign of the stick height TAX \ Copy the stick height into X BEQ RTS \ If the stick height is zero, then there is no stick to \ draw, so return from the subroutine (as RTS contains \ an RTS) BCC RTS+1 \ If the C flag is clear then the stick height in A is \ negative, so jump down to RTS+1 .VLL1 \ If we get here then the stick length is positive (so \ the dot is below the ellipse and the stick is above \ the dot, and we need to draw the stick upwards from \ the dot) DEY \ We want to draw the stick upwards, so decrement the \ pixel row in Y BPL VL1 \ If Y is still positive then it correctly points at the \ line above, so jump to VL1 to skip the following LDY #7 \ We just decremented Y up through the top of the \ character block, so we need to move it to the last row \ in the character above, so set Y to 7, the number of \ the last row \ We now need to move up into the character block above, \ and each character row in screen memory takes up &140 \ bytes (&100 for the visible part and &20 for each of \ the blank borders on the side of the screen), so \ that's what we need to subtract from SC(1 0) LDA SC \ Set SC(1 0) = SC(1 0) - &140 SEC \ SBC #&40 \ Starting with the low bytes STA SC LDA SC+1 \ And then subtracting the high bytes SBC #&01 STA SC+1 .VL1 LDA X1 \ Set A to the character row byte for the stick, which \ we stored in X1 above, and which has the same pixel \ pattern as the bottom-right pixel of the dot (so the \ stick comes out of the right side of the dot) EOR (SC),Y \ Draw the stick on row Y of the character block using STA (SC),Y \ EOR logic DEX \ Decrement the (positive) stick height in X BNE VLL1 \ If we still have more stick to draw, jump up to VLL1 \ to draw the next pixel .RTS RTS \ Return from the subroutine \ If we get here then the stick length is negative (so \ the dot is above the ellipse and the stick is below \ the dot, and we need to draw the stick downwards from \ the dot) JSR VL2 \ Call VL2 below to increment Y, moving to the next row \ if necessary .VLL2 JSR VL2 \ Call VL2 below to increment Y, moving to the next row \ if necessary LDA X1 \ Set A to the character row byte for the stick, which \ we stored in X1 above, and which has the same pixel \ pattern as the bottom-right pixel of the dot (so the \ stick comes out of the right side of the dot) EOR (SC),Y \ Draw the stick on row Y of the character block using STA (SC),Y \ EOR logic INX \ Increment the (negative) stick height in X BNE VLL2 \ If we still have more stick to draw, jump up to VLL2 \ to draw the next pixel RTS \ Return from the subroutine .VL2 INY \ We want to draw the stick itself, heading downwards, \ so increment the pixel row in Y CPY #8 \ If the row number in Y is less than 8, then it BNE RTS \ correctly points at the next line down, so return from \ the subroutine (as RTS contains an RTS) LDY #0 \ We just incremented Y down through the bottom of the \ character block, so we need to move it to the first \ row in the character below, so set Y to 0, the number \ of the first row \ Fall through into NEXTR to move the address in SC(1 0) \ to the next row and return from the subroutine using a \ tail callName: SCAN [Show more] Type: Subroutine Category: Dashboard Summary: Display the current ship on the scanner Deep dive: The 3D scannerContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * MVEIT (Part 2 of 9) calls SCAN * MVEIT (Part 9 of 9) calls SCAN * WPSHPS calls SCAN
This is used both to display a ship on the scanner, and to erase it again.
Arguments: INWK The ship's data block
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Subroutine CPIX4 (category: Drawing pixels)
Draw a double-height dot on the dashboard
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Label RTS is local to this routine
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Label SC2 is local to this routine
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Label SC3 is local to this routine
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Label SCD6 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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Label VL1 is local to this routine
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Label VL2 is local to this routine
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Label VLL1 is local to this routine
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Label VLL2 is local to this routine
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Label ld246 is local to this routine