Merge branch 'plus4-planets'
This commit is contained in:
commit
72f008bd1f
10 changed files with 733 additions and 11 deletions
1
reference-binaries/plus4/bline-plus4.bin
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reference-binaries/plus4/bline-plus4.bin
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ŠeC…‹¥De»…Œ¥©ðæ© [r¤~©ÿÙ 'ðs™¡'æ~Ðl¥……k¥†…l¥‡…m¥ˆ…n¥‰…o¥Š…p¥‹…q¥Œ…r ©°Èôð¥k¤m…m„k¥l¤n…n„l¤~¹ 'ÉÿÐ [r¥k™¡&¥l™¡'È©ÿ…= _r¥m™¡&¥n™¡'È„~ m¥¢Ð<C2A2>¥‰……¥Š…†Lɉ
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@ -1 +1 @@
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¥ûÅ0°¥[i…[<5B>æ\柤ŸÄ®°L¶¨ê
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¥ûŪ°¥[i…[<5B>æ\柤ŸÄ®°L¶¨ê
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1
reference-binaries/plus4/pl9-plus4.bin
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reference-binaries/plus4/pl9-plus4.bin
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4<><34><07>x<EFBFBD>L<><4C>L<EFBFBD><4C><EFBFBD><1D><>Lى
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BIN
reference-binaries/plus4/trumble-plus4.bin
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BIN
reference-binaries/plus4/trumble-plus4.bin
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reference-binaries/plus4/wpls2-plus4.bin
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reference-binaries/plus4/wpls2-plus4.bin
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╛║&п5└Ш╔~┘Э ╪┴LЕ┴╓ШдЭ╟ [rL╪┴`╔▀┘┤╔▄┘┬╔╙e╛┘╙`╔╔и─пL■├Lп├
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@ -41,10 +41,9 @@ GUARD &CE00 \ Guard against assembling over memory used by game
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\
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\
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||||||
\ ******************************************************************************
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\ ******************************************************************************
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XX1 = $0009
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XX1 = $0009 \ Variables for flicker-free ships
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INWK = $0009
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INWK = $0009
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XX19 = $002A
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XX19 = $002A
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CNT = $0030
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K3 = $0035
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K3 = $0035
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K4 = $0043
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K4 = $0043
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XX0 = $0057
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XX0 = $0057
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@ -56,14 +55,35 @@ X2 = $006D
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Y2 = $006E
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Y2 = $006E
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XX12 = $0071
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XX12 = $0071
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XX17 = $009F
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XX17 = $009F
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CNT = $00AA
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XX4 = $00AD
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XX4 = $00AD
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XX20 = $00AE
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XX20 = $00AE
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XX14 = $00FB
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XX14 = $00FB
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PROJ = $860F \ Note, this is not equal to $7D1F + $0900
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PROJ = $7D1F + $08F0
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LL75 = $9FB8 + $0900
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LL75 = $9FB8 + $0900
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LL30 = $B49D \ Note, this is not equal to $AB91 + $0900
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LL30 = $AB91 + $090C
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Y = 72
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Y = 72
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K = $0077 \ Variables for flicker-free planets
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LSP = $007E
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K5 = $0085
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K6 = $0089
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XX13 = $00A2
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TYPE = $00A5
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FLAG = $00A9
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CNT2 = $00AB
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STP = $00AC
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T = $00BB
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SWAP = $06F4
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LSX2 = $26A4 - 3
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LSY2 = $27A4 - 3
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PL9_2 = $7DA4 + $08F0
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PL26 = $7DE0 + $08F0
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PLL4 = $7E5F + $08F0
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CIRCLE = $8044 + $08F0
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WP1 = $80F5 + $08F0
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LL145 = $A013 + $0900
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\ ******************************************************************************
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\ ******************************************************************************
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\
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\
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\ Name: SHPPT
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\ Name: SHPPT
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@ -263,7 +283,334 @@ ORG $A178 + $0900
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SAVE "ll155-plus4.bin", LL155, P%
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SAVE "ll155-plus4.bin", LL155, P%
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ORG $7240
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\ ******************************************************************************
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||||||
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\
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\ Name: BLINE
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\ Type: Subroutine
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\ Category: Drawing circles
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\ Summary: Draw a circle segment and add it to the ball line heap
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\
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\ ******************************************************************************
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ORG $2977 - 3
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GUARD $2A12 - 3
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.BLINE
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TXA \ Set K6(3 2) = (T X) + K4(1 0)
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ADC K4 \ = y-coord of centre + y-coord of new point
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STA K6+2 \
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LDA K4+1 \ so K6(3 2) now contains the y-coordinate of the new
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ADC T \ point on the circle but as a screen coordinate, to go
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STA K6+3 \ along with the screen y-coordinate in K6(1 0)
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LDA FLAG \ If FLAG = 0, jump down to BL1
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BEQ BL1
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INC FLAG \ Flag is &FF so this is the first call to BLINE, so
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\ increment FLAG to set it to 0, as then the next time
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\ we call BLINE it can draw the first line, from this
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\ point to the next
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.BL5
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JSR DrawPlanetLine \ Draw the current line from the old planet
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\ The following inserts a &FF marker into the LSY2 line
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\ heap to indicate that the next call to BLINE should
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\ store both the (X1, Y1) and (X2, Y2) points. We do
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\ this on the very first call to BLINE (when FLAG is
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\ &FF), and on subsequent calls if the segment does not
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\ fit on-screen, in which case we don't draw or store
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\ that segment, and we start a new segment with the next
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\ call to BLINE that does fit on-screen
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LDY LSP \ If byte LSP-1 of LSY2 = &FF, jump to BL7 to tidy up
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LDA #&FF \ and return from the subroutine, as the point that has
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CMP LSY2-1,Y \ been passed to BLINE is the start of a segment, so all
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BEQ BL7 \ we need to do is save the coordinate in K5, without
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\ moving the pointer in LSP
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||||||
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||||||
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STA LSY2,Y \ Otherwise we just tried to plot a segment but it
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\ didn't fit on-screen, so put the &FF marker into the
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\ heap for this point, so the next call to BLINE starts
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\ a new segment
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INC LSP \ Increment LSP to point to the next point in the heap
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||||||
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||||||
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BNE BL7 \ Jump to BL7 to tidy up and return from the subroutine
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\ (this BNE is effectively a JMP, as LSP will never be
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|
\ zero)
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.BL1
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||||||
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||||||
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LDA K5 \ Set XX15 = K5 = x_lo of previous point
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STA XX15
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||||||
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||||||
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LDA K5+1 \ Set XX15+1 = K5+1 = x_hi of previous point
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STA XX15+1
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LDA K5+2 \ Set XX15+2 = K5+2 = y_lo of previous point
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STA XX15+2
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LDA K5+3 \ Set XX15+3 = K5+3 = y_hi of previous point
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STA XX15+3
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LDA K6 \ Set XX15+4 = x_lo of new point
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STA XX15+4
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LDA K6+1 \ Set XX15+5 = x_hi of new point
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STA XX15+5
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||||||
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LDA K6+2 \ Set XX12 = y_lo of new point
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STA XX12
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LDA K6+3 \ Set XX12+1 = y_hi of new point
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STA XX12+1
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JSR LL145 \ Call LL145 to see if the new line segment needs to be
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\ clipped to fit on-screen, returning the clipped line's
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\ end-points in (X1, Y1) and (X2, Y2)
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||||||
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BCS BL5 \ If the C flag is set then the line is not visible on
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\ screen anyway, so jump to BL5, to avoid drawing and
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\ storing this line
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||||||
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LDA SWAP \ If SWAP = 0, then we didn't have to swap the line
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BEQ BL9 \ coordinates around during the clipping process, so
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\ jump to BL9 to skip the following swap
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LDA X1 \ Otherwise the coordinates were swapped by the call to
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LDY X2 \ LL145 above, so we swap (X1, Y1) and (X2, Y2) back
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STA X2 \ again
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STY X1
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||||||
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LDA Y1
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||||||
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LDY Y2
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||||||
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STA Y2
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||||||
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STY Y1
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||||||
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||||||
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.BL9
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||||||
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||||||
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LDY LSP \ Set Y = LSP
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||||||
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||||||
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LDA LSY2-1,Y \ If byte LSP-1 of LSY2 is not &FF, jump down to BL8
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||||||
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CMP #&FF \ to skip the following (X1, Y1) code
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BNE BL8
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||||||
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||||||
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\ Byte LSP-1 of LSY2 is &FF, which indicates that we
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||||||
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\ need to store (X1, Y1) in the heap
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JSR DrawPlanetLine \ Draw the current line from the old planet
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LDA X1 \ Store X1 in the LSP-th byte of LSX2
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STA LSX2,Y
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||||||
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||||||
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LDA Y1 \ Store Y1 in the LSP-th byte of LSY2
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STA LSY2,Y
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||||||
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||||||
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INY \ Increment Y to point to the next byte in LSX2/LSY2
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.BL8
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||||||
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||||||
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LDA #&FF \ Set bit 7 of K3+8 so we do not draw the current line
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STA K3+8 \ in the call to DrawPlanetLine, but store the
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\ coordinates so we we can check them below
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JSR DrawPlanetLine+4 \ Calculate the current line from the old heap, but do
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\ not draw it, but store the coordinates (X1, Y1) and
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\ (X2, Y2) in K3+4 to K3+7
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LDA X2 \ Store X2 in the LSP-th byte of LSX2
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STA LSX2,Y
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LDA Y2 \ Store Y2 in the LSP-th byte of LSX2
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STA LSY2,Y
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INY \ Increment Y to point to the next byte in LSX2/LSY2
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STY LSP \ Update LSP to point to the same as Y
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JSR DrawNewPlanetLine \ Draw a line from (X1, Y1) to (X2, Y2), but only if it
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\ is different to the old line in K3+4 to K3+7
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LDA XX13 \ If XX13 is non-zero, jump up to BL5 to add a &FF
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BNE BL5 \ marker to the end of the line heap. XX13 is non-zero
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\ after the call to the clipping routine LL145 above if
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\ the end of the line was clipped, meaning the next line
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\ sent to BLINE can't join onto the end but has to start
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\ a new segment, and that's what inserting the &FF
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\ marker does
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.BL7
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LDA K6 \ Copy the data for this step point from K6(3 2 1 0)
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STA K5 \ into K5(3 2 1 0), for use in the next call to BLINE:
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LDA K6+1 \
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STA K5+1 \ * K5(1 0) = screen x-coordinate of this point
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\LDA K6+2 \
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\STA K5+2 \ * K5(3 2) = screen y-coordinate of this point
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\LDA K6+3 \
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\STA K5+3 \ They now become the "previous point" in the next call
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JMP PATCH3 \ Jump to patch to implement the commented out
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\ instructions above, plus the rest of the routine
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SAVE "bline-plus4.bin", BLINE, P%
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\ ******************************************************************************
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\
|
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\ Name: PL9 (Part 1 of 3)
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||||||
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\ Type: Subroutine
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\ Category: Drawing planets
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\ Summary: Draw the planet, with either an equator and meridian, or a crater
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\
|
||||||
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\ ******************************************************************************
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|
||||||
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ORG $7D8C + $08F0
|
||||||
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|
||||||
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GUARD $7DA4 + $08F0
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|
||||||
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.PL9
|
||||||
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|
||||||
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JSR CIRCLE \ Call CIRCLE to draw the planet's new circle
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||||||
|
|
||||||
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BCS PL20A \ If the call to CIRCLE returned with the C flag set,
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\ then the circle does not fit on-screen, so jump to
|
||||||
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\ PL20A to remove the planet from the screen and return
|
||||||
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\ from the subroutine
|
||||||
|
|
||||||
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LDA K+1 \ If K+1 is zero, jump to PL25 as K(1 0) < 256, so the
|
||||||
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BEQ PL25 \ planet fits on the screen and we can draw meridians or
|
||||||
|
\ craters
|
||||||
|
|
||||||
|
.PL20
|
||||||
|
|
||||||
|
JMP EraseRestOfPlanet \ We have drawn the new circle, so now we need to erase
|
||||||
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\ any lines that are left in the ball line heap, before
|
||||||
|
\ returning from the subroutine using a tail call
|
||||||
|
|
||||||
|
.PL20A
|
||||||
|
|
||||||
|
JMP WPLS2 \ Call WPLS2 to remove the planet from the screen
|
||||||
|
|
||||||
|
.PL25
|
||||||
|
|
||||||
|
LDA $1D0F \ Skip craters and meridians if not configured
|
||||||
|
BEQ PL20
|
||||||
|
|
||||||
|
JMP PATCH6 \ Jump to PATCH6 for the rest of the routine
|
||||||
|
|
||||||
|
SAVE "pl9-plus4.bin", PL9, P%
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: WPLS2
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing planets
|
||||||
|
\ Summary: Remove the planet from the screen
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
ORG $80BB + $08F0
|
||||||
|
|
||||||
|
GUARD $80F5 + $08F0
|
||||||
|
|
||||||
|
.WPLS2
|
||||||
|
|
||||||
|
LDY LSX2 \ If LSX2 is non-zero (which indicates the ball line
|
||||||
|
BNE WP1 \ heap is empty), jump to WP1 to reset the line heap
|
||||||
|
\ without redrawing the planet
|
||||||
|
|
||||||
|
STY XX14 \ Reset XX14 to the start of the ball line heap (we can
|
||||||
|
\ set this to 0 rather than 1 to take advantage of the
|
||||||
|
\ fact that Y is 0 - the effect is the same)
|
||||||
|
|
||||||
|
LDA LSP \ Set XX14+1 to the end of the ball line heap
|
||||||
|
STA XX14+1
|
||||||
|
|
||||||
|
JSR EraseRestOfPlanet \ Draw the contents of the ball line heap to erase the
|
||||||
|
\ old planet
|
||||||
|
|
||||||
|
JMP WP1 \ Reset the ball line heap and return from the
|
||||||
|
\ subroutine using a tail call
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: EraseRestOfPlanet
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing lines
|
||||||
|
\ Summary: Draw all remaining lines in the ball line heap to erase the rest
|
||||||
|
\ of the old planet
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.EraseRestOfPlanet
|
||||||
|
|
||||||
|
LDY XX14 \ Set Y to the offset in XX14, which points to the part
|
||||||
|
\ of the heap that we are overwriting with new points
|
||||||
|
|
||||||
|
CPY XX14+1 \ If XX14 >= XX14+1, then we have already redrawn all of
|
||||||
|
BCS eras1 \ the lines from the old circle's ball line heap, so
|
||||||
|
\ skip the following
|
||||||
|
|
||||||
|
JSR DrawPlanetLine \ Erase the next planet line from the ball line heap
|
||||||
|
|
||||||
|
JMP EraseRestOfPlanet \ Loop back for the next line in the ball line heap
|
||||||
|
|
||||||
|
.eras1
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: BLINE
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing circles
|
||||||
|
\ Summary: Draw a circle segment and add it to the ball line heap
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.PATCH3
|
||||||
|
|
||||||
|
\ These are the instructions from the end of BLINE that
|
||||||
|
\ we move here so there's room for the patch
|
||||||
|
|
||||||
|
LDA K6+2 \
|
||||||
|
STA K5+2 \ * K5(3 2) = screen y-coordinate of this point
|
||||||
|
LDA K6+3 \
|
||||||
|
STA K5+3 \ They now become the "previous point" in the next call
|
||||||
|
|
||||||
|
LDA CNT \ Set CNT = CNT + STP
|
||||||
|
CLC
|
||||||
|
ADC STP
|
||||||
|
STA CNT
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: PL9 (Part 1 of 3)
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing planets
|
||||||
|
\ Summary: Draw the planet, with either an equator and meridian, or a crater
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.PATCH6
|
||||||
|
|
||||||
|
LDA TYPE \ If the planet type is 128 then it has an equator and
|
||||||
|
CMP #128 \ a meridian, so this jumps to PL26 if this is not a
|
||||||
|
BNE P%+5 \ planet with an equator - in other words, if it is a
|
||||||
|
\ planet with a crater
|
||||||
|
|
||||||
|
JMP PL9_2 \ Otherwise this is a planet with an equator and
|
||||||
|
\ meridian, so jump to the equator routine in part 2 of
|
||||||
|
\ PL9
|
||||||
|
|
||||||
|
JMP PL26 \ Jump to the crater routine
|
||||||
|
|
||||||
|
SAVE "wpls2-plus4.bin", WPLS2, P%
|
||||||
|
|
||||||
\ ******************************************************************************
|
\ ******************************************************************************
|
||||||
\
|
\
|
||||||
|
|
@ -274,6 +621,10 @@ ORG $7240
|
||||||
\
|
\
|
||||||
\ ******************************************************************************
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
ORG $7200
|
||||||
|
|
||||||
|
GUARD $7300
|
||||||
|
|
||||||
.LLX30
|
.LLX30
|
||||||
|
|
||||||
LDY XX14 \ Set Y = XX14, to get the offset within the ship line
|
LDY XX14 \ Set Y = XX14, to get the offset within the ship line
|
||||||
|
|
@ -423,6 +774,262 @@ ORG $7240
|
||||||
|
|
||||||
JMP LL78 \ Jump down to part 11
|
JMP LL78 \ Jump down to part 11
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: DrawPlanetLine
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing lines
|
||||||
|
\ Summary: Draw a segment of the old planet from the ball line heap
|
||||||
|
\
|
||||||
|
\ ------------------------------------------------------------------------------
|
||||||
|
\
|
||||||
|
\ Other entry points:
|
||||||
|
\
|
||||||
|
\ DrawPlanetLine+4 If bit 7 of K3+8 is set, store the line coordinates in
|
||||||
|
\ K3+4 to K3+7 (X1, Y1, X2, Y2) and do not draw the line
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.DrawPlanetLine
|
||||||
|
|
||||||
|
LDA #0 \ Clear bit 7 of K3+8 so we draw the current line below
|
||||||
|
STA K3+8
|
||||||
|
|
||||||
|
LDA #0 \ Clear bit 7 of K3+9 to indicate that there is no line
|
||||||
|
STA K3+9 \ to draw (we may change this below)
|
||||||
|
|
||||||
|
LDA XX14 \ If XX14 = 1, then this is the first point from the
|
||||||
|
CMP #2 \ heap, so jump to plin3 to set the previous coordinate
|
||||||
|
BCC plin3 \ and return from the subroutine
|
||||||
|
|
||||||
|
LDA X1 \ Save X1, X2, Y1, Y2 and Y on the stack
|
||||||
|
PHA
|
||||||
|
LDA Y1
|
||||||
|
PHA
|
||||||
|
LDA X2
|
||||||
|
PHA
|
||||||
|
LDA Y2
|
||||||
|
PHA
|
||||||
|
TYA
|
||||||
|
PHA
|
||||||
|
|
||||||
|
LDY XX14 \ Set Y to the offset in XX14, which points to the part
|
||||||
|
\ of the heap that we are overwriting with new points
|
||||||
|
|
||||||
|
CPY XX14+1 \ If XX14 >= XX14+1, then we have already redrawn all of
|
||||||
|
BCS plin1 \ the lines from the old circle's ball line heap, so
|
||||||
|
\ jump to plin1 to return from the subroutine
|
||||||
|
|
||||||
|
\ Otherwise we need to draw the line from the heap, to
|
||||||
|
\ erase it from the screen
|
||||||
|
|
||||||
|
LDA K3+2 \ Set X1 = K3+2 = screen x-coordinate of previous point
|
||||||
|
STA X1 \ from the old heap
|
||||||
|
|
||||||
|
LDA K3+3 \ Set Y1 = K3+3 = screen y-coordinate of previous point
|
||||||
|
STA Y1 \ from the old heap
|
||||||
|
|
||||||
|
LDA LSX2,Y \ Set X2 to the y-coordinate from the XX14-th point in
|
||||||
|
STA X2 \ the heap
|
||||||
|
|
||||||
|
STA K3+2 \ Store the x-coordinate of the point we are overwriting
|
||||||
|
\ in K3+2, so we can use it on the next iteration
|
||||||
|
|
||||||
|
LDA LSY2,Y \ Set Y2 to the y-coordinate from the XX14-th point in
|
||||||
|
STA Y2 \ the heap
|
||||||
|
|
||||||
|
STA K3+3 \ Store the y-coordinate of the point we are overwriting
|
||||||
|
\ in K3+3, so we can use it on the next iteration
|
||||||
|
|
||||||
|
INC XX14 \ Increment XX14 to point to the next coordinate, so we
|
||||||
|
\ work our way through the current heap
|
||||||
|
|
||||||
|
LDA Y1 \ If Y1 or Y2 = &FF then this indicates a break in the
|
||||||
|
CMP #&FF \ circle, so jump to plin1 to skip the following and
|
||||||
|
BEQ plin1 \ return from the subroutine, asthere is no line to
|
||||||
|
LDA Y2 \ erase
|
||||||
|
CMP #&FF
|
||||||
|
BEQ plin1
|
||||||
|
|
||||||
|
DEC K3+9 \ Decrement K3+9 to &FF to indicate that there is a line
|
||||||
|
\ to draw
|
||||||
|
|
||||||
|
BIT K3+8 \ If bit 7 of K3+8 is set, jump to plin2 to store the
|
||||||
|
BMI plin2 \ line coordinates rather than drawing the line
|
||||||
|
|
||||||
|
JSR LL30 \ The coordinates in (X1, Y1) and (X2, Y2) that we just
|
||||||
|
\ pulled from the ball line heap point to a line that is
|
||||||
|
\ still on-screen, so call LL30 to draw this line and
|
||||||
|
\ erase it from the screen
|
||||||
|
|
||||||
|
.plin1
|
||||||
|
|
||||||
|
PLA \ Restore Y, X1, X2, Y1 and Y2 from the stack
|
||||||
|
TAY
|
||||||
|
PLA
|
||||||
|
STA Y2
|
||||||
|
PLA
|
||||||
|
STA X2
|
||||||
|
PLA
|
||||||
|
STA Y1
|
||||||
|
PLA
|
||||||
|
STA X1
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
|
.plin2
|
||||||
|
|
||||||
|
LDA X1 \ Store X1, Y1, X2, Y2 in K3+4 to K3+7
|
||||||
|
STA K3+4
|
||||||
|
LDA Y1
|
||||||
|
STA K3+5
|
||||||
|
LDA X2
|
||||||
|
STA K3+6
|
||||||
|
LDA Y2
|
||||||
|
STA K3+7
|
||||||
|
|
||||||
|
JMP plin1 \ Jump to plin1 to return from the subroutine
|
||||||
|
|
||||||
|
.plin3
|
||||||
|
|
||||||
|
LDA LSX2+1 \ Store the heap's first coordinate in K3+2 and K3+3
|
||||||
|
STA K3+2
|
||||||
|
LDA LSY2+1
|
||||||
|
STA K3+3
|
||||||
|
|
||||||
|
INC XX14 \ Increment XX14 to point to the next coordinate, so we
|
||||||
|
\ work our way through the current heap
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
SAVE "extra-plus4.bin", LLX30, P%
|
SAVE "extra-plus4.bin", LLX30, P%
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: Put patches into NOPs in Trumble code
|
||||||
|
\ Type: Subroutine
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
ORG $1E6A
|
||||||
|
|
||||||
|
GUARD $1EB6
|
||||||
|
|
||||||
|
.TRUMBLE
|
||||||
|
|
||||||
|
JMP PATCHEND \ We inject the following into the batch of NOPs that
|
||||||
|
\ the Plus/4 version has inserted into the middle of the
|
||||||
|
\ Trumble sprite-plotting routine, so this instruction
|
||||||
|
\ just skips over the patches so the routine can still
|
||||||
|
\ run (the Trumble routine does not have an entry point
|
||||||
|
\ within the NOPs, so this is safe)
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: DrawNewPlanetLine
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing lines
|
||||||
|
\ Summary: Draw a ball line, but only if it is different to the old line
|
||||||
|
\
|
||||||
|
\ ------------------------------------------------------------------------------
|
||||||
|
\
|
||||||
|
\ Arguments:
|
||||||
|
\
|
||||||
|
\ K3+4 to K3+7 The (X1, Y1) and (X2, Y2) coordinates of the old line
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.DrawNewPlanetLine
|
||||||
|
|
||||||
|
BIT K3+9 \ If bit 7 of K3+9 is clear, then there is no old line
|
||||||
|
BPL nlin2 \ to draw, so jump to nlin2 to draw the new line only
|
||||||
|
|
||||||
|
LDA K3+4 \ If the old line equals the new line, jump to nlin3
|
||||||
|
CMP X1 \ to skip drawing both lines
|
||||||
|
BNE nlin1
|
||||||
|
LDA K3+5
|
||||||
|
CMP Y1
|
||||||
|
BNE nlin1
|
||||||
|
LDA K3+6
|
||||||
|
CMP X2
|
||||||
|
BNE nlin1
|
||||||
|
LDA K3+7
|
||||||
|
CMP Y2
|
||||||
|
BEQ nlin3
|
||||||
|
|
||||||
|
.nlin1
|
||||||
|
|
||||||
|
\ If we get here then the old line is differnt to the new
|
||||||
|
\ line, so we draw them both
|
||||||
|
|
||||||
|
JSR LL30 \ Draw the new line from (X1, Y1) to (X2, Y2)
|
||||||
|
|
||||||
|
LDA K3+4 \ Set up the old line's coordinates
|
||||||
|
STA X1
|
||||||
|
LDA K3+5
|
||||||
|
STA Y1
|
||||||
|
LDA K3+6
|
||||||
|
STA X2
|
||||||
|
LDA K3+7
|
||||||
|
STA Y2
|
||||||
|
|
||||||
|
.nlin2
|
||||||
|
|
||||||
|
JSR LL30 \ Draw the old line to erase it
|
||||||
|
|
||||||
|
.nlin3
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: PLS22
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing planets
|
||||||
|
\ Summary: Draw an ellipse or half-ellipse
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.PATCH4
|
||||||
|
|
||||||
|
\ We replace the following instruction just before PL40
|
||||||
|
\ in PLS22 with JMP PATCH4, so we now do this
|
||||||
|
\ instruction to ensure that it still gets done
|
||||||
|
|
||||||
|
STA CNT2 \ Set CNT2 = (CNT2 + STP) mod 64
|
||||||
|
|
||||||
|
JMP PLL4 \ Jump back to PLL4 to draw the next segment
|
||||||
|
|
||||||
|
\ ******************************************************************************
|
||||||
|
\
|
||||||
|
\ Name: CIRCLE2
|
||||||
|
\ Type: Subroutine
|
||||||
|
\ Category: Drawing circles
|
||||||
|
\ Summary: Draw a circle (for the planet or chart)
|
||||||
|
\ Deep dive: Drawing circles
|
||||||
|
\
|
||||||
|
\ ******************************************************************************
|
||||||
|
|
||||||
|
.PATCH5
|
||||||
|
|
||||||
|
LDX #0 \ Set XX14 = 0, to point to the offset before the first
|
||||||
|
STX XX14 \ set of circle coordinates in the ball line heap
|
||||||
|
|
||||||
|
LDX LSP \ Set XX14+1 to the last byte of the ball line heap
|
||||||
|
STX XX14+1
|
||||||
|
|
||||||
|
LDX #1 \ Set LSP = 1 to reset the ball line heap pointer
|
||||||
|
STX LSP
|
||||||
|
|
||||||
|
\ We replace the following instructions at CIRCLE2 with
|
||||||
|
\ JSR PATCH5, so we now do those two instructions to
|
||||||
|
\ ensure that they still get done
|
||||||
|
|
||||||
|
LDX #&FF \ Set FLAG = &FF to reset the ball line heap in the call
|
||||||
|
STX FLAG \ to the BLINE routine below
|
||||||
|
|
||||||
|
RTS \ Return from the subroutine
|
||||||
|
|
||||||
|
.PATCHEND
|
||||||
|
|
||||||
|
SAVE "trumble-plus4.bin", TRUMBLE, P%
|
||||||
|
|
|
||||||
|
|
@ -89,9 +89,9 @@ print("[ Read ] elite_+4_unpacked.prg")
|
||||||
# Set the addresses for the extra routines (LLX30, PATCH1, PATCH2) that we will
|
# Set the addresses for the extra routines (LLX30, PATCH1, PATCH2) that we will
|
||||||
# load into unused portiong of the main game code
|
# load into unused portiong of the main game code
|
||||||
|
|
||||||
llx30 = 0x7240
|
llx30 = 0x7200
|
||||||
patch1 = 0x727E
|
patch1 = 0x723E
|
||||||
patch2 = 0x7295
|
patch2 = 0x7255
|
||||||
|
|
||||||
# We now modify the code to implement flicker-free ship drawing. The code
|
# We now modify the code to implement flicker-free ship drawing. The code
|
||||||
# changes are described here, which can be read alongside the following:
|
# changes are described here, which can be read alongside the following:
|
||||||
|
|
@ -304,13 +304,125 @@ insert_binary_file(data_block, 0xA15B + 0x900, "ll78-plus4.bin")
|
||||||
insert_binary_file(data_block, 0xA178 + 0x900, "ll155-plus4.bin")
|
insert_binary_file(data_block, 0xA178 + 0x900, "ll155-plus4.bin")
|
||||||
|
|
||||||
# We now load the three extra routines required by the modifications into the
|
# We now load the three extra routines required by the modifications into the
|
||||||
# memory used by the Trumble sprites, which are not used in the Plus/4 version:
|
# memory used by the explosion and Trumble sprites, which are not used in the
|
||||||
|
# Plus/4 version:
|
||||||
#
|
#
|
||||||
# LLX30
|
# LLX30
|
||||||
# PATCH1
|
# PATCH1
|
||||||
# PATCH2
|
# PATCH2
|
||||||
|
# DrawPlanetLine
|
||||||
|
|
||||||
insert_binary_file(data_block, 0x7240, "extra-plus4.bin")
|
insert_binary_file(data_block, 0x7200, "extra-plus4.bin")
|
||||||
|
|
||||||
|
# We now move on to the routines for drawing flicker-free planets
|
||||||
|
|
||||||
|
# Set the addresses for the extra routines (EraseRestOfPlanet, PATCH4, PATCH5)
|
||||||
|
# that we inserted above
|
||||||
|
|
||||||
|
erasep = 0x89BC
|
||||||
|
patch4 = 0x1EA0
|
||||||
|
patch5 = 0x1EA5
|
||||||
|
|
||||||
|
# PL9 (Part 1 of 3)
|
||||||
|
#
|
||||||
|
# We have already assembled the modified part 1 of PL9 in BeebAsm and saved
|
||||||
|
# it as the binary file pl9.bin, so now we drop this over the top of the
|
||||||
|
# existing routine (the new routine is slightly bigger, so it ends by jumping
|
||||||
|
# to PATCH6, which contains the spill-over).
|
||||||
|
|
||||||
|
insert_binary_file(data_block, 0x7D8C + 0x8F0, "pl9-plus4.bin")
|
||||||
|
|
||||||
|
# PL9 (Part 2 of 3)
|
||||||
|
#
|
||||||
|
# The above modification moves PL20, so we need to modify the branch instruction
|
||||||
|
# at the start of part 2 of PL9.
|
||||||
|
|
||||||
|
insert_bytes(data_block, 0x7DA8 + 0x8F0, [
|
||||||
|
0x90, 0xEB # BCC PL20
|
||||||
|
])
|
||||||
|
|
||||||
|
# PL9 (Part 3 of 3)
|
||||||
|
#
|
||||||
|
# The above modification moves PL20, so we need to modify the branch instruction
|
||||||
|
# at the start of part 3 of PL9.
|
||||||
|
|
||||||
|
insert_bytes(data_block, 0x7DE2 + 0x8F0, [
|
||||||
|
0x30, 0xB1 # BMI PL20
|
||||||
|
])
|
||||||
|
|
||||||
|
# WPLS2
|
||||||
|
#
|
||||||
|
# We have already assembled the modified WPLS2 in BeebAsm and saved it as
|
||||||
|
# the binary file wpls2.bin, so now we drop this over the top of the
|
||||||
|
# existing routine. This binary contains the following routines:
|
||||||
|
#
|
||||||
|
# WPLS2
|
||||||
|
# EraseRestOfPlanet
|
||||||
|
# PATCH3
|
||||||
|
# PATCH6
|
||||||
|
|
||||||
|
insert_binary_file(data_block, 0x80BB + 0x8F0, "wpls2-plus4.bin")
|
||||||
|
|
||||||
|
# PLS22
|
||||||
|
#
|
||||||
|
# This is the modification on either side of PL40, with the label moving two
|
||||||
|
# bytes backwards to accommodate the modified code.
|
||||||
|
#
|
||||||
|
# From: BCS PL40
|
||||||
|
# ...
|
||||||
|
# STA CNT2
|
||||||
|
# JMP PLL4
|
||||||
|
# .PL40
|
||||||
|
# RTS
|
||||||
|
#
|
||||||
|
# To: BCS PL40
|
||||||
|
# ...
|
||||||
|
# JMP PATCH4
|
||||||
|
# .PL40
|
||||||
|
# JMP EraseRestOfPlanet
|
||||||
|
|
||||||
|
insert_bytes(data_block, 0x7F04 + 0x8F0, [
|
||||||
|
0xB0, 0x0A # BCS PL40
|
||||||
|
])
|
||||||
|
insert_bytes(data_block, 0x7F0D + 0x8F0, [
|
||||||
|
0x4C, patch4 % 256, patch4 // 256, # JMP PATCH4
|
||||||
|
0x4C, erasep % 256, erasep // 256 # JMP EraseRestOfPlanet
|
||||||
|
])
|
||||||
|
|
||||||
|
# CIRCLE2
|
||||||
|
#
|
||||||
|
# This is the modification at the start of the routine.
|
||||||
|
#
|
||||||
|
# From: LDX #&FF
|
||||||
|
# STX FLAG
|
||||||
|
#
|
||||||
|
# To: JSR PATCH5
|
||||||
|
# NOP
|
||||||
|
|
||||||
|
insert_bytes(data_block, 0x805E + 0x8F0, [
|
||||||
|
0x20, patch5 % 256, patch5 // 256 # JSR PATCH5
|
||||||
|
])
|
||||||
|
insert_nops(data_block, 0x8061 + 0x8F0, 1)
|
||||||
|
|
||||||
|
# BLINE
|
||||||
|
#
|
||||||
|
# We have already assembled the modified BLINE in BeebAsm and saved it as the
|
||||||
|
# binary file bline.bin, so now we drop this over the top of the existing
|
||||||
|
# routine (the new routine is slightly bigger, so it ends by jumping to PATCH3,
|
||||||
|
# which contains the spill-over).
|
||||||
|
|
||||||
|
insert_binary_file(data_block, 0x2974, "bline-plus4.bin")
|
||||||
|
|
||||||
|
# We now load the extra routines required by the modifications into the memory
|
||||||
|
# used by the Trumble sprite-drawing routine, which contains a whole raft of
|
||||||
|
# NOPs in the Plus/4 version. We can therefore slip the following routines into
|
||||||
|
# this set of NOPs, adding a JMP beforehand to skip over the patches:
|
||||||
|
#
|
||||||
|
# DrawNewPlanetLine
|
||||||
|
# PATCH4
|
||||||
|
# PATCH5
|
||||||
|
|
||||||
|
insert_binary_file(data_block, 0x1E6A, "trumble-plus4.bin")
|
||||||
|
|
||||||
# All the modifications are done, so write the output file for the modified PRG
|
# All the modifications are done, so write the output file for the modified PRG
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue