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Drawing pixels: PIXEL2

[Elite-A, Parasite]

Name: PIXEL2 [Show more] Type: Subroutine Category: Drawing pixels Summary: Draw a stardust particle relative to the screen centre
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * FLIP calls PIXEL2 * nWq calls PIXEL2 * STARS1 calls PIXEL2 * STARS2 calls PIXEL2 * STARS6 calls PIXEL2

Draw a point (X1, Y1) from the middle of the screen with a size determined by a distance value. Used to draw stardust particles.
Arguments: X1 The x-coordinate offset Y1 The y-coordinate offset (positive means up the screen from the centre, negative means down the screen) ZZ The distance of the point (further away = smaller point)
.PIXEL2 LDA X1 \ Fetch the x-coordinate offset into A BPL PX1 \ If the x-coordinate offset is positive, jump to PX1 \ to skip the following negation EOR #%01111111 \ The x-coordinate offset is negative, so flip all the CLC \ bits apart from the sign bit and add 1, to convert it ADC #1 \ from a sign-magnitude number to a signed number .PX1 EOR #%10000000 \ Set X = X1 + 128 TAX \ \ So X is now the offset converted to an x-coordinate, \ centred on x-coordinate 128 LDA Y1 \ Fetch the y-coordinate offset into A and clear the AND #%01111111 \ sign bit, so A = |Y1| CMP #96 \ If |Y1| >= 96 then it's off the screen (as 96 is half BCS PX4 \ the screen height), so return from the subroutine (as \ PX4 contains an RTS) LDA Y1 \ Fetch the y-coordinate offset into A BPL PX2 \ If the y-coordinate offset is positive, jump to PX2 \ to skip the following negation EOR #%01111111 \ The y-coordinate offset is negative, so flip all the ADC #1 \ bits apart from the sign bit and subtract 1, to negate \ it to a positive number, i.e. A is now |Y1| .PX2 STA T \ Set A = #Y + 1 - Y1 LDA #Y+1 \ SBC T \ So if Y1 is positive we display the point up from the \ centre at y-coordinate 97, while a negative Y1 means \ down from the centre JMP PIXEL \ Jump to PIXEL to draw the stardust at the screen \ coordinates in (X, A), returning from the subroutine \ using a tail call .PX4 RTS \ Return from the subroutine