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Drawing ships: LL9 (Part 10 of 12)

[NES version, Bank 1]

Name: LL9 (Part 10 of 12) [Show more] Type: Subroutine Category: Drawing ships Summary: Draw ship: Calculate the visibility of each of the ship's edges Deep dive: Drawing ships
Context: See this subroutine in context in the source code References: No direct references to this subroutine in this source file

This part calculates which edges are visible - in other words, which lines we should draw - and clips them to fit on the screen. When we get here, the heap at XX3 contains all the visible vertex screen coordinates.
.LL170 LDY #3 ; Fetch byte #3 of the ship's blueprint, which contains CLC ; the low byte of the offset to the edges data LDA (XX0),Y ADC XX0 ; Set V = low byte edges offset + XX0 STA V LDY #16 ; Fetch byte #16 of the ship's blueprint, which contains LDA (XX0),Y ; the high byte of the offset to the edges data ADC XX0+1 ; Set V+1 = high byte edges offset + XX0+1 STA V+1 ; ; So V(1 0) now points to the start of the edges data ; for this ship LDY #5 ; Fetch byte #5 of the ship's blueprint, which contains LDA (XX0),Y ; the maximum heap size for plotting the ship (which is STA T1 ; 1 + 4 * the maximum number of visible edges) and store ; it in T1 LDY XX17 ; Set Y to the edge counter in XX17 .LL75 SETUP_PPU_FOR_ICON_BAR ; If the PPU has started drawing the icon bar, configure ; the PPU to use nametable 0 and pattern table 0 LDA (V),Y ; Fetch byte #0 for this edge, which contains the ; visibility distance for this edge, beyond which the ; edge is not shown CMP XX4 ; If XX4 > the visibility distance, where XX4 contains BCC LL79-3 ; the ship's z-distance reduced to 0-31 (which we set in ; part 2), then this edge is too far away to be visible, ; so jump down to LL78 (via LL79-3) to move on to the ; next edge INY ; Increment Y to point to byte #1 LDA (V),Y ; Fetch byte #1 for this edge into A, so: ; ; A = %ffff ffff, where: ; ; * Bits 0-3 = the number of face 1 ; ; * Bits 4-7 = the number of face 2 INY ; Increment Y to point to byte #2 STA P ; Store byte #1 into P AND #%00001111 ; Extract the number of face 1 into X TAX LDA XX2,X ; If XX2+X is non-zero then we decided in part 5 that BNE LL79 ; face 1 is visible, so jump to LL79 LDA P ; Fetch byte #1 for this edge into A LSR A ; Shift right four times to extract the number of face 2 LSR A ; from bits 4-7 into X LSR A LSR A TAX LDA XX2,X ; If XX2+X is non-zero then we decided in part 5 that BNE LL79 ; face 2 is visible, so skip the following instruction JMP LL78 ; Face 2 is hidden, so jump to LL78 .LL79 ; We now build the screen line for this edge, as ; follows: ; ; XX15(1 0) = start x-coordinate ; ; XX15(3 2) = start y-coordinate ; ; XX15(5 4) = end x-coordinate ; ; XX12(1 0) = end y-coordinate ; ; We can then pass this to the line clipping routine ; before storing the resulting line in the ship line ; heap LDA (V),Y ; Fetch byte #2 for this edge into X, which contains TAX ; the number of the vertex at the start of the edge INY ; Increment Y to point to byte #3 LDA (V),Y ; Fetch byte #3 for this edge into Q, which contains STA Q ; the number of the vertex at the end of the edge LDA XX3+1,X ; Fetch the x_hi coordinate of the edge's start vertex STA XX15+1 ; from the XX3 heap into XX15+1 LDA XX3,X ; Fetch the x_lo coordinate of the edge's start vertex STA XX15 ; from the XX3 heap into XX15 LDA XX3+2,X ; Fetch the y_lo coordinate of the edge's start vertex STA XX15+2 ; from the XX3 heap into XX15+2 LDA XX3+3,X ; Fetch the y_hi coordinate of the edge's start vertex STA XX15+3 ; from the XX3 heap into XX15+3 LDX Q ; Set X to the number of the vertex at the end of the ; edge, which we stored in Q LDA XX3,X ; Fetch the x_lo coordinate of the edge's end vertex STA XX15+4 ; from the XX3 heap into XX15+4 LDA XX3+3,X ; Fetch the y_hi coordinate of the edge's end vertex STA XX12+1 ; from the XX3 heap into XX12+1 LDA XX3+2,X ; Fetch the y_lo coordinate of the edge's end vertex STA XX12 ; from the XX3 heap into XX12 LDA XX3+1,X ; Fetch the x_hi coordinate of the edge's end vertex STA XX15+5 ; from the XX3 heap into XX15+5 JSR CLIP2 ; Call CLIP2 to see if the new line segment needs to be ; clipped to fit on-screen, returning the clipped line's ; end-points in (X1, Y1) and (X2, Y2) BCS LL79-3 ; If the C flag is set then the line is not visible on ; screen, so jump to LL78 (via LL79-3) so we don't draw ; this line JSR LOIN ; Draw this edge JMP LL78 ; Jump down to part 11 to skip to the next edge