.DrawBackground JSR GetRowNameAddress ; Get the addresses in the nametable buffers for the ; start of character row YC, as follows: ; ; SC(1 0) = the address in nametable buffer 0 ; ; SC2(1 0) = the address in nametable buffer 1 LDA SC ; Set SC(1 0) = SC(1 0) + XC CLC ; ADC XC ; Starting with the low bytes STA SC ; ; So SC(1 0) contains the address in nametable buffer 0 ; of the text character at column XC on row YC STA SC2 ; Set SC2(1 0) = SC2(1 0) + XC ; ; Starting with the low bytes ; ; So SC2(1 0) contains the address in nametable buffer 1 ; of the text character at column XC on row YC BCC back1 ; If the above addition overflowed, then increment the INC SC+1 ; high bytes of SC(1 0) and SC2(1 0) accordingly INC SC2+1 .back1 LDX K+1 ; Set X = K+1 to use as a counter for each row in the ; image .back2 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 LDY #0 ; Set Y as a tile index as we work through the tiles in ; the image LDA K+2 ; Set A to the pattern number of the first tile in K+2 .back3 STA (SC2),Y ; Set the Y-th nametable entry in both nametable buffers STA (SC),Y ; to the pattern number in A CLC ; Increment A so we fill the background with incremental ADC #1 ; pattern numbers INY ; Increment the index counter CPY K ; Loop back until we have drawn K - 1 tiles BNE back3 STA K+2 ; Update K+2 to the pattern number of the next tile LDA SC ; Set SC(1 0) = SC(1 0) + 32 CLC ; ADC #32 ; Starting with the low bytes STA SC ; ; So SC(1 0) now points at the next row down (as there ; are 32 tiles on each row) STA SC2 ; Set SC2(1 0) = SC2(1 0) + 32 ; ; Starting with the low bytes ; ; So SC2(1 0) now points at the next row down (as there ; are 32 tiles on each row) BCC back4 ; If the above addition overflowed, increment the high INC SC+1 ; high bytes of SC(1 0) and SC2(1 0) accordingly INC SC2+1 .back4 DEX ; Decrement the number of rows to draw, as we have just ; moved down a row BNE back2 ; Loop back until we have drawn all X rows in the image RTS ; Return from the subroutineName: DrawBackground [Show more] Type: Subroutine Category: Drawing the screen Summary: Draw the background of a system or commander image into the nametable bufferContext: See this subroutine in context in the source code References: This subroutine is called as follows: * DrawBackground_b3 calls DrawBackground
We draw an image background using patterns with incremental pattern numbers, as the image's patterns have already been sent to the pattern buffers one after the other.
Arguments: K The number of columns in the image (i.e. the number of tiles in each row of the image) K+1 The number of tile rows in the image K+2 The pattern number of the start of the image pattern data in the pattern table K+3 Number of the first free sprite in the sprite buffer, where we can build the sprites to make up the image
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Subroutine GetRowNameAddress (category: Drawing the screen)
Get the addresses in the nametable buffers for the start of a given character row
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Macro SETUP_PPU_FOR_ICON_BAR (category: PPU)
If the PPU has started drawing the icon bar, configure the PPU to use nametable 0 and pattern table 0
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Label back1 is local to this routine
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Label back2 is local to this routine
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Label back3 is local to this routine
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Label back4 is local to this routine