c64-elite-flicker-free/src/elite-flicker-free.asm
2023-02-27 12:27:31 +00:00

1015 lines
35 KiB
NASM

\ ******************************************************************************
\
\ FLICKER-FREE COMMODORE 64 ELITE
\
\ BBC Master Elite was written by Ian Bell and David Braben and is copyright
\ Acornsoft 1986
\
\ The code on this site has been reconstructed from a disassembly of the version
\ released on Ian Bell's personal website at http://www.elitehomepage.org/
\
\ The commentary is copyright Mark Moxon, and any misunderstandings or mistakes
\ in the documentation are entirely my fault
\
\ The terminology and notations used in this commentary are explained at
\ https://www.bbcelite.com/about_site/terminology_used_in_this_commentary.html
\
\ The deep dive articles referred to in this commentary can be found at
\ https://www.bbcelite.com/deep_dives
\
\ ******************************************************************************
GUARD $CE00 \ Guard against assembling over memory used by game
\ ******************************************************************************
\
\ Configuration variables
\
\ The addresses in the following are from when the game binary is loaded into
\ memory. They were calculated by analysing a memory dump of the running game,
\ searching for patterns in the bytes to match them with the corrsponding code
\ from the BBC Micro version (which is very similar, if you ignore any different
\ addresses).
\
\ XX14 is an unused variable in BBC Micro Elite, and the corresponding address
\ in Commodore 64 Elite is used by something else. Luckily locations $FB to $FE
\ are unused by Elite and the OS, so we can sneak XX14 in there instead.
\
\ Also, the Y variable contains the height of the space view in pixels, divided
\ by 2. This is 96 on the BBC Micro, but the space view is 144 pixels on the
\ Commodore 64, so Y needs to be set to 72 instead.
\
\ ******************************************************************************
XX1 = $0009
INWK = $0009
XX19 = $002A
K3 = $0035
K4 = $0043
XX0 = $0057
V = $005B
XX15 = $006B
X1 = $006B
Y1 = $006C
X2 = $006D
Y2 = $006E
XX12 = $0071
XX17 = $009F
CNT = $00AA
XX4 = $00AD
XX20 = $00AE
XX14 = $00FB
PROJ = $7D1F
LL75 = $9FB8
LL30 = $AB91
Y = 72
K = $0077
LSP = $007E
K5 = $0085
K6 = $0089
XX13 = $00A2
TYPE = $00A5
FLAG = $00A9
CNT2 = $00AB
STP = $00AC
T = $00BB
SWAP = $06F4
LSX2 = $26A4
LSY2 = $27A4
PL9_2 = $7DA4
PL26 = $7DE0
PLL4 = $7E5F
CIRCLE = $8044
WP1 = $80F5
LL145 = $A013
\ ******************************************************************************
\
\ Name: SHPPT
\ Type: Subroutine
\ Category: Drawing ships
\ Summary: Draw a distant ship as a point rather than a full wireframe
\
\ ******************************************************************************
ORG $9932
.SHPPT
JSR PROJ \ Project the ship onto the screen, returning:
\
\ * K3(1 0) = the screen x-coordinate
\ * K4(1 0) = the screen y-coordinate
\ * A = K4+1
ORA K3+1 \ If either of the high bytes of the screen coordinates
BNE nono \ are non-zero, jump to nono as the ship is off-screen
LDA K4 \ Set A = the y-coordinate of the dot
CMP #Y*2-2 \ If the y-coordinate is bigger than the y-coordinate of
BCS nono \ the bottom of the screen, jump to nono as the ship's
\ dot is off the bottom of the space view
JSR Shpt \ Call Shpt to draw a horizontal 4-pixel dash for the
\ first row of the dot (i.e. a four-pixel dash)
LDA K4 \ Set A = y-coordinate of dot + 1 (so this is the second
CLC \ row of the two-pixel-high dot)
ADC #1
JSR Shpt \ Call Shpt to draw a horizontal 4-pixel dash for the
\ first row of the dot (i.e. a four-pixel dash)
LDA #%00001000 \ Set bit 3 of the ship's byte #31 to record that we
ORA XX1+31 \ have now drawn something on-screen for this ship
STA XX1+31
JMP LL155 \ Jump to LL155 to draw any remaining lines that are
\ still in the ship line heap and return from the
\ subroutine using a tail call
.nono
LDA #%11110111 \ Clear bit 3 of the ship's byte #31 to record that
AND XX1+31 \ nothing is being drawn on-screen for this ship
STA XX1+31
JMP LL155 \ Jump to LL155 to draw any remaining lines that are
\ still in the ship line heap and return from the
\ subroutine using a tail call
.Shpt
\ This routine draws a horizontal 4-pixel dash, for
\ either the top or the bottom of the ship's dot
STA Y1 \ Store A in both y-coordinates, as this is a horizontal
STA Y2 \ dash at y-coordinate A
LDA K3 \ Set A = screen x-coordinate of the ship dot
STA X1 \ Store the x-coordinate of the ship dot in X1, as this
\ is where the dash starts
CLC \ Set A = screen x-coordinate of the ship dot + 3
ADC #3
BCC P%+4 \ If the addition overflowed, set A = 255, the
LDA #255 \ x-coordinate of the right edge of the screen
STA X2 \ Store the x-coordinate of the ship dot in X1, as this
\ is where the dash starts
JMP LLX30 \ Draw this edge using flicker-free animation, by first
\ drawing the ship's new line and then erasing the
\ corresponding old line from the screen, and return
\ from the subroutine using a tail call
SAVE "shppt.bin", SHPPT, P%
\ ******************************************************************************
\
\ Name: LL9 (Part 11 of 12)
\ Type: Subroutine
\ Category: Drawing ships
\ Summary: Draw ship: Loop back for the next edge
\ Deep dive: Drawing ships
\
\ ******************************************************************************
ORG $A15B
.LL78
LDA XX14 \ If XX14 >= CNT, skip to LL81 so we don't loop back for
CMP CNT \ the next edge (CNT was set to the maximum heap size
BCS LL81 \ for this ship in part 10, so this checks whether we
\ have just run out of space in the ship line heap, and
\ stops drawing edges if we have)
LDA V \ Increment V by 4 so V(1 0) points to the data for the
CLC \ next edge
ADC #4
STA V
BCC ll81 \ If the above addition didn't overflow, jump to ll81
INC V+1 \ Otherwise increment the high byte of V(1 0), as we
\ just moved the V(1 0) pointer past a page boundary
.ll81
INC XX17 \ Increment the edge counter to point to the next edge
LDY XX17 \ If Y >= XX20, which contains the number of edges in
CPY XX20 \ the blueprint, skip the following
BCS P%+5
JMP LL75-2 \ Loop back to LL75-2 to process the next edge (we jump
\ to LL75-2 as we have modified the code around LL75,
\ which moves the jump point back by two bytes)
.LL81
NOP
SAVE "ll78.bin", LL78, P%
\ ******************************************************************************
\
\ Name: LL9 (Part 12 of 12)
\ Type: Subroutine
\ Category: Drawing ships
\ Summary: Draw ship: Draw all the visible edges from the ship line heap
\ Deep dive: Drawing ships
\
\ ******************************************************************************
ORG $A178
.LL155
LDY XX14 \ Set Y to the offset in the line heap XX14
.LL27
CPY XX14+1 \ If Y >= XX14+1, jump to LLEX to return from the ship
BCS LLEX \ drawing routine, because the index in Y is greater
\ than the size of the existing ship line heap, which
\ means we have alrady erased all the old ships lines
\ when drawing the new ship
\ If we get here then Y < XX14+1, which means Y is
\ pointing to an on-screen line from the old ship that
\ we need to erase
LDA (XX19),Y \ Fetch the X1 line coordinate from the heap and store
STA XX15 \ it in XX15
INY \ Increment the heap pointer
LDA (XX19),Y \ Fetch the Y1 line coordinate from the heap and store
STA XX15+1 \ it in XX15+1
INY \ Increment the heap pointer
LDA (XX19),Y \ Fetch the X2 line coordinate from the heap and store
STA XX15+2 \ it in XX15+2
INY \ Increment the heap pointer
LDA (XX19),Y \ Fetch the Y2 line coordinate from the heap and store
STA XX15+3 \ it in XX15+3
JSR LL30 \ Draw a line from (X1, Y1) to (X2, Y2) to erase it from
\ the screen
INY \ Increment the heap pointer
JMP LL27 \ Loop back to LL27 to draw (i.e. erase) the next line
\ from the heap
.LLEX
LDA XX14 \ Store XX14 in the first byte of the ship line heap
LDY #0
STA (XX19),Y
.LL82
RTS \ Return from the subroutine
SAVE "ll155.bin", LL155, P%
\ ******************************************************************************
\
\ Name: BLINE
\ Type: Subroutine
\ Category: Drawing circles
\ Summary: Draw a circle segment and add it to the ball line heap
\
\ ******************************************************************************
ORG $2977
GUARD $2A12
.BLINE
TXA \ Set K6(3 2) = (T X) + K4(1 0)
ADC K4 \ = y-coord of centre + y-coord of new point
STA K6+2 \
LDA K4+1 \ so K6(3 2) now contains the y-coordinate of the new
ADC T \ point on the circle but as a screen coordinate, to go
STA K6+3 \ along with the screen y-coordinate in K6(1 0)
LDA FLAG \ If FLAG = 0, jump down to BL1
BEQ BL1
INC FLAG \ Flag is &FF so this is the first call to BLINE, so
\ increment FLAG to set it to 0, as then the next time
\ we call BLINE it can draw the first line, from this
\ point to the next
.BL5
JSR DrawPlanetLine \ Draw the current line from the old planet
\ The following inserts a &FF marker into the LSY2 line
\ heap to indicate that the next call to BLINE should
\ store both the (X1, Y1) and (X2, Y2) points. We do
\ this on the very first call to BLINE (when FLAG is
\ &FF), and on subsequent calls if the segment does not
\ fit on-screen, in which case we don't draw or store
\ that segment, and we start a new segment with the next
\ call to BLINE that does fit on-screen
LDY LSP \ If byte LSP-1 of LSY2 = &FF, jump to BL7 to tidy up
LDA #&FF \ and return from the subroutine, as the point that has
CMP LSY2-1,Y \ been passed to BLINE is the start of a segment, so all
BEQ BL7 \ we need to do is save the coordinate in K5, without
\ moving the pointer in LSP
STA LSY2,Y \ Otherwise we just tried to plot a segment but it
\ didn't fit on-screen, so put the &FF marker into the
\ heap for this point, so the next call to BLINE starts
\ a new segment
INC LSP \ Increment LSP to point to the next point in the heap
BNE BL7 \ Jump to BL7 to tidy up and return from the subroutine
\ (this BNE is effectively a JMP, as LSP will never be
\ zero)
.BL1
LDA K5 \ Set XX15 = K5 = x_lo of previous point
STA XX15
LDA K5+1 \ Set XX15+1 = K5+1 = x_hi of previous point
STA XX15+1
LDA K5+2 \ Set XX15+2 = K5+2 = y_lo of previous point
STA XX15+2
LDA K5+3 \ Set XX15+3 = K5+3 = y_hi of previous point
STA XX15+3
LDA K6 \ Set XX15+4 = x_lo of new point
STA XX15+4
LDA K6+1 \ Set XX15+5 = x_hi of new point
STA XX15+5
LDA K6+2 \ Set XX12 = y_lo of new point
STA XX12
LDA K6+3 \ Set XX12+1 = y_hi of new point
STA XX12+1
JSR LL145 \ Call LL145 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 BL5 \ If the C flag is set then the line is not visible on
\ screen anyway, so jump to BL5, to avoid drawing and
\ storing this line
LDA SWAP \ If SWAP = 0, then we didn't have to swap the line
BEQ BL9 \ coordinates around during the clipping process, so
\ jump to BL9 to skip the following swap
LDA X1 \ Otherwise the coordinates were swapped by the call to
LDY X2 \ LL145 above, so we swap (X1, Y1) and (X2, Y2) back
STA X2 \ again
STY X1
LDA Y1
LDY Y2
STA Y2
STY Y1
.BL9
LDY LSP \ Set Y = LSP
LDA LSY2-1,Y \ If byte LSP-1 of LSY2 is not &FF, jump down to BL8
CMP #&FF \ to skip the following (X1, Y1) code
BNE BL8
\ Byte LSP-1 of LSY2 is &FF, which indicates that we
\ need to store (X1, Y1) in the heap
JSR DrawPlanetLine \ Draw the current line from the old planet
LDA X1 \ Store X1 in the LSP-th byte of LSX2
STA LSX2,Y
LDA Y1 \ Store Y1 in the LSP-th byte of LSY2
STA LSY2,Y
INY \ Increment Y to point to the next byte in LSX2/LSY2
.BL8
LDA #&FF \ Set bit 7 of K3+8 so we do not draw the current line
STA K3+8 \ in the call to DrawPlanetLine, but store the
\ coordinates so we we can check them below
JSR DrawPlanetLine+4 \ Calculate the current line from the old heap, but do
\ not draw it, but store the coordinates (X1, Y1) and
\ (X2, Y2) in K3+4 to K3+7
LDA X2 \ Store X2 in the LSP-th byte of LSX2
STA LSX2,Y
LDA Y2 \ Store Y2 in the LSP-th byte of LSX2
STA LSY2,Y
INY \ Increment Y to point to the next byte in LSX2/LSY2
STY LSP \ Update LSP to point to the same as Y
JSR DrawNewPlanetLine \ Draw a line from (X1, Y1) to (X2, Y2), but only if it
\ is different to the old line in K3+4 to K3+7
LDA XX13 \ If XX13 is non-zero, jump up to BL5 to add a &FF
BNE BL5 \ marker to the end of the line heap. XX13 is non-zero
\ after the call to the clipping routine LL145 above if
\ the end of the line was clipped, meaning the next line
\ sent to BLINE can't join onto the end but has to start
\ a new segment, and that's what inserting the &FF
\ marker does
.BL7
LDA K6 \ Copy the data for this step point from K6(3 2 1 0)
STA K5 \ into K5(3 2 1 0), for use in the next call to BLINE:
LDA K6+1 \
STA K5+1 \ * K5(1 0) = screen x-coordinate of this point
\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
JMP PATCH3 \ Jump to patch to implement the commented out
\ instructions above, plus the rest of the routine
SAVE "bline.bin", BLINE, P%
\ ******************************************************************************
\
\ Name: PL9 (Part 1 of 3)
\ Type: Subroutine
\ Category: Drawing planets
\ Summary: Draw the planet, with either an equator and meridian, or a crater
\
\ ******************************************************************************
ORG $7D8C
GUARD $7DA4
.PL9
JSR CIRCLE \ Call CIRCLE to draw the planet's new circle
BCS PL20A \ If the call to CIRCLE returned with the C flag set,
\ then the circle does not fit on-screen, so jump to
\ PL20A to remove the planet from the screen and return
\ from the subroutine
LDA K+1 \ If K+1 is zero, jump to PL25 as K(1 0) < 256, so the
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
\ 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.bin", PL9, P%
\ ******************************************************************************
\
\ Name: WPLS2
\ Type: Subroutine
\ Category: Drawing planets
\ Summary: Remove the planet from the screen
\
\ ******************************************************************************
ORG $80BB
GUARD $80F5
.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
SAVE "wpls2.bin", WPLS2, P%
\ ******************************************************************************
\
\ Name: LLX30
\ Type: Subroutine
\ Category: Drawing lines
\ Summary: Draw a ship line using flicker-free animation
\
\ ******************************************************************************
ORG $CCE0
.LLX30
LDY XX14 \ Set Y = XX14, to get the offset within the ship line
\ heap where we want to insert our new line
CPY XX14+1 \ Compare XX14 and XX14+1 and store the flags on the
PHP \ stack so we can retrieve them later
LDX #3 \ We now want to copy the line coordinates (X1, Y1) and
\ (X2, Y2) to XX12...XX12+3, so set a counter to copy
\ 4 bytes
.LLXL
LDA X1,X \ Copy the X-th byte of X1/Y1/X2/Y2 to the X-th byte of
STA XX12,X \ XX12
DEX \ Decrement the loop counter
BPL LLXL \ Loop back until we have copied all four bytes
JSR LL30 \ Draw a line from (X1, Y1) to (X2, Y2)
LDA (XX19),Y \ Set X1 to the Y-th coordinate on the ship line heap,
STA X1 \ i.e. one we are replacing in the heap
LDA XX12 \ Replace it with the X1 coordinate in XX12
STA (XX19),Y
INY \ Increment the index to point to the Y1 coordinate
LDA (XX19),Y \ Set Y1 to the Y-th coordinate on the ship line heap,
STA Y1 \ i.e. one we are replacing in the heap
LDA XX12+1 \ Replace it with the Y1 coordinate in XX12+1
STA (XX19),Y
INY \ Increment the index to point to the X2 coordinate
LDA (XX19),Y \ Set X1 to the Y-th coordinate on the ship line heap,
STA X2
LDA XX12+2 \ Replace it with the X2 coordinate in XX12+2
STA (XX19),Y
INY \ Increment the index to point to the Y2 coordinate
LDA (XX19),Y \ Set Y2 to the Y-th coordinate on the ship line heap,
STA Y2
LDA XX12+3 \ Replace it with the Y2 coordinate in XX12+3
STA (XX19),Y
INY \ Increment the index to point to the next coordinate
STY XX14 \ and store the updated index in XX14
PLP \ Restore the result of the comparison above, so if the
BCS LL82a \ original value of XX14 >= XX14+1, then we have already
\ redrawn all the lines from the old ship's line heap,
\ so return from the subroutine (as LL82 contains an
\ RTS)
JMP LL30 \ Otherwise there are still more lines to erase from the
\ old ship on-screen, so the coordinates in (X1, Y1) and
\ (X2, Y2) that we just pulled from the ship line heap
\ point to a line that is still on-screen, so call LL30
\ to draw this line and erase it from the screen,
\ returning from the subroutine using a tail call
.LL82a
RTS \ Return from the subroutine
\ ******************************************************************************
\
\ Name: LL9 (Part 1 of 12)
\ Type: Subroutine
\ Category: Drawing ships
\ Summary: Draw ship: Check if ship is exploding, check if ship is in front
\ Deep dive: Drawing ships
\
\ ******************************************************************************
.PATCH1
\ We replace the following two instructions in part 1 of
\ LL9 with JSR PATCH1, so we start with those two
\ instructions to ensure that they still get done
LDA #31 \ Set XX4 = 31 to store the ship's distance for later
STA XX4 \ comparison with the visibility distance. We will
\ update this value below with the actual ship's
\ distance if it turns out to be visible on-screen
\ We now set things up for flicker-free ship plotting,
\ by setting the following:
\
\ XX14 = offset to the first coordinate in the ship's
\ line heap
\
\ XX14+1 = the number of bytes in the heap for the
\ ship that's currently on-screen (or 0 if
\ there is no ship currently on-screen)
LDY #1 \ Set XX14 = 1, the offset of the first set of line
STY XX14 \ coordinates in the ship line heap
DEY \ Decrement Y to 0
LDA #%00001000 \ If bit 3 of the ship's byte #31 is set, then the ship
BIT INWK+31 \ is currently being drawn on-screen, so skip the
BNE P%+5 \ following two instructions
LDA #0 \ The ship is not being drawn on screen, so set A = 0
\ so that XX14+1 gets set to 0 below (as there are no
\ existing coordinates on the ship line heap for this
\ ship)
EQUB $2C \ Skip the next instruction by turning it into
\ $2C $B1 $BD, or BIT $BDB1 which does nothing apart
\ from affect the flags
LDA (XX19),Y \ Set XX14+1 to the first byte of the ship's line heap,
STA XX14+1 \ which contains the number of bytes in the heap
RTS
\ ******************************************************************************
\
\ Name: LL9 (Part 10 of 12)
\ Type: Subroutine
\ Category: Drawing ships
\ Summary: Draw ship: Check if ship is exploding, check if ship is in front
\ Deep dive: Drawing ships
\
\ ******************************************************************************
.PATCH2
\ We replace the JMP LL78 instruction at the end of part
\ 10 of LL9 with JSR PATCH2, so this effectively inserts
\ the call to LLX30 at the end of part 10, as required
JSR LLX30 \ Draw the laser line using flicker-free animation, by
\ first drawing the new laser line and then erasing the
\ corresponding old line from the screen
JMP LL78 \ Jump down to part 11
\ ******************************************************************************
\
\ 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: 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
\ ******************************************************************************
\
\ 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
SAVE "extra.bin", LLX30, P%
\ ******************************************************************************
\
\ Name: BLINE
\ Type: Subroutine
\ Category: Drawing circles
\ Summary: Draw a circle segment and add it to the ball line heap
\
\ ******************************************************************************
ORG $69C0
GUARD $6A00 \ Guard against assembling over memory used by game
.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: 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
\ ******************************************************************************
\
\ 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 "extra2.bin", PATCH3, P%