.PIXEL STY T1 \ Store Y in T1 LDY #%00001111 \ Set bits 1 and 2 of the Access Control Register at STY VIA+&34 \ SHEILA &34 to switch screen memory into &3000-&7FFF TAY \ Copy the screen y-coordinate from A into Y LDA ylookup,Y \ Look up the page number of the character row that STA SC+1 \ contains the pixel with the y-coordinate in Y, and \ store it in the high byte of SC(1 0) at SC+1 TXA \ Each character block contains 8 pixel rows, so to get AND #%11111100 \ the address of the first byte in the character block ASL A \ that we need to draw into, as an offset from the start \ of the row, we clear bits 0-1 and shift left to double \ it (as each character row contains two pages of bytes, \ or 512 bytes, which cover 256 pixels). This also \ shifts bit 7 of the x-coordinate into the C flag STA SC \ Store the address of the character block in the low \ byte of SC(1 0), so now SC(1 0) points to the \ character block we need to draw into BCC P%+4 \ If the C flag is clear then skip the next instruction INC SC+1 \ The C flag is set, which means bit 7 of X1 was set \ before the ASL above, so the x-coordinate is in the \ right half of the screen (i.e. in the range 128-255). \ Each row takes up two pages in memory, so the right \ half is in the second page but SC+1 contains the value \ we looked up from ylookup, which is the page number of \ the first memory page for the row... so we need to \ increment SC+1 to point to the correct page TYA \ Set Y to just bits 0-2 of the y-coordinate, which will AND #%00000111 \ be the number of the pixel row we need to draw into TAY \ within the character block TXA \ Copy bits 0-1 of the x-coordinate to bits 0-1 of X, AND #%00000011 \ which will now be in the range 0-3, and will contain TAX \ the two pixels to show in the character row LDA ZZ \ Set A to the pixel's distance in ZZ CMP #80 \ If the pixel's ZZ distance is < 80, then the dot is BCC PX2 \ pretty close, so jump to PX2 to draw a four-pixel \ square LDA TWOS2,X \ Fetch a mode 1 2-pixel byte with the pixels set as in AND COL \ X, and AND with the colour byte we fetched into COL \ so that pixel takes on the colour we want to draw \ (i.e. A is acting as a mask on the colour byte) EOR (SC),Y \ Draw the pixel on-screen using EOR logic, so we can STA (SC),Y \ remove it later without ruining the background that's \ already on-screen LDY #%00001001 \ Clear bits 1 and 2 of the Access Control Register at STY VIA+&34 \ SHEILA &34 to switch main memory back into &3000-&7FFF LDY T1 \ Restore Y from T1, so Y is preserved by the routine .PXR1 RTS \ Return from the subroutine .PX2 \ If we get here, we need to plot a 4-pixel square in \ in the correct colour for this pixel's distance LDA TWOS2,X \ Fetch a mode 1 2-pixel byte with the pixels set as in AND COL \ X, and AND with the colour byte we fetched into COL \ so that pixel takes on the colour we want to draw \ (i.e. A is acting as a mask on the colour byte) EOR (SC),Y \ Draw the pixel on-screen using EOR logic, so we can STA (SC),Y \ remove it later without ruining the background that's \ already on-screen DEY \ Reduce Y by 1 to point to the pixel row above the one BPL P%+4 \ we just plotted, and if it is still positive, skip the \ next instruction LDY #1 \ Reducing Y by 1 made it negative, which means Y was \ 0 before we did the DEY above, so set Y to 1 to point \ to the pixel row after the one we just plotted \ We now draw our second dash LDA TWOS2,X \ Fetch a mode 1 2-pixel byte with the pixels set as in AND COL \ X, and AND with the colour byte we fetched into COL \ so that pixel takes on the colour we want to draw \ (i.e. A is acting as a mask on the colour byte) EOR (SC),Y \ Draw the pixel on-screen using EOR logic, so we can STA (SC),Y \ remove it later without ruining the background that's \ already on-screen LDY #%00001001 \ Clear bits 1 and 2 of the Access Control Register at STY VIA+&34 \ SHEILA &34 to switch main memory back into &3000-&7FFF LDY T1 \ Restore Y from T1, so Y is preserved by the routine RTS \ Return from the subroutineName: PIXEL [Show more] Type: Subroutine Category: Drawing pixels Summary: Draw a 1-pixel dot, 2-pixel dash or 4-pixel square Deep dive: Drawing colour pixels in mode 5Context: 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: * DOEXP calls PIXEL * TT22 calls PIXEL * PIXEL2 calls via PXR1
Draw a point at screen coordinate (X, A) with the point size determined by the distance in ZZ. This applies to the top part of the screen (the 4-colour mode 5 portion).
Arguments: X The screen x-coordinate of the point to draw A The screen y-coordinate of the point to draw ZZ The distance of the point (further away = smaller point)
Returns: Y Y is preserved
Other entry points: PXR1 Contains an RTS
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Label PX2 is local to this routine
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Variable TWOS2 (category: Drawing pixels)
Ready-made double-pixel character row bytes for mode 1
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Configuration variable VIA = &FE00
Memory-mapped space for accessing internal hardware, such as the video ULA, 6845 CRTC and 6522 VIAs (also known as SHEILA)
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Variable ylookup (category: Drawing pixels)
Lookup table for converting pixel y-coordinate to page number of screen address