Skip to navigation


Graphics: DrawCanopyCorners

Name: DrawCanopyCorners [Show more] Type: Subroutine Category: Graphics Summary: Draw the diagonal corners at the top of the canopy
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * Crash calls DrawCanopyCorners * DrawGunSights calls DrawCanopyCorners

This routine draws the diagonal lines in the top corners of the canopy. They are drawn so that the area outside the canopy is set to black, while anything that is already on-screen inside the canopy is left alone. The diagonals are made up of four squares, each of them one pixel wide and two pixels high, so the overall size of each diagonal is one character block (four pixels wide and eight pixels high).
.DrawCanopyCorners LDX #7 \ Set X as a pixel row counter, starting with the last \ pixel row, so we draw the diagonals upwards from the \ bottom row of the character block to the top row of \ the character block LDA #%01110111 \ Set P to a pixel mask to clear the first pixel STA P LDA #%10001000 \ Set Q to a pixel byte with a white first pixel STA Q LDA #%11101110 \ Set R to a pixel mask to clear the last pixel STA R LDA #%00010001 \ Set S to a pixel byte with a white last pixel STA S .corn1 LDY #1 \ Each square in the diagonal is two pixels high, so we \ set a counter in Y to count the height of each square .corn2 LDA row1_char1_0,X \ We want to update the X-th pixel row in the character \ block in the top-left corner of the canopy, so fetch \ the current contents of the row AND P \ Clear the pixel pointed to by P, which on the first \ iteration round the loop will be the first pixel ORA Q \ Set the pixel pointed to by Q, which on the first \ iteration round the loop will be the first pixel STA row1_char1_0,X \ Store the updated pixel row back in screen memory, so \ on the first iteration round the loop, we just set the \ first pixel in the bottom pixel row, which is the \ bottom-left pixel of the diagonal in the top-left \ corner of the canopy LDA row1_char39_0,X \ We want to update the X-th pixel row in the character \ block in the top-right corner of the canopy, so fetch \ the current contents of the row AND R \ Clear the pixel pointed to by R, which on the first \ iteration round the loop will be the last pixel ORA S \ Set the pixel pointed to by S, which on the first \ iteration round the loop will be the last pixel STA row1_char39_0,X \ Store the updated pixel row back in screen memory, so \ on the first iteration round the loop, we just set the \ last pixel in the bottom pixel row, which is the \ bottom-right pixel of the diagonal in the top-right \ corner of the canopy DEX \ Decrement the pixel row counter so we move up to the \ pixel row above DEY \ Decrement the square counter in Y, and if it is still BPL corn2 \ positive, loop back to corn2 to draw the second row in \ this square, so we end up drawing the same pattern on \ two consecutive pixel rows, making each square two \ pixels high and one pixel wide LDA R \ We now shift each nibble in R to the left by one, so ASL A \ it moves through the following values: AND R \ STA R \ %11101110 -> %11001100 -> %10001000 -> %00000000 \ \ so with each step up the diagonal, the mask clears \ the area to the right of the diagonal to black \ \ We do this as follows (taking the case of the first \ transformation above): \ \ R = R AND (R << 1) \ = %11101110 AND (%11101110 << 1) \ = %11101110 AND %11011100 \ = %11001100 LDA P \ We now shift each nibble in P to the right by one, so LSR A \ it moves through the following values: AND P \ STA P \ %01110111 -> %00110011 -> %00010001 -> %00000000 \ \ so with each step up the diagonal, the mask clears \ the area to the left of the diagonal to black \ \ We do this as follows (taking the case of the first \ transformation above): \ \ P = P AND (P >> 1) \ = %01110111 AND (%01110111 >> 1) \ = %01110111 AND %00111011 \ = %00110011 ASL S \ We also shift S to the left, so the pixel we draw in \ the top-right diagonal moves to the left as we move up \ the diagonal, like this: \ \ %00010001 -> %00100010 -> %01000100 -> %10001000 \ \ or, putting them in the order on-screen with two rows \ per square, we get a top-right diagonal like this: \ \ %10001000 x... \ %10001000 x... \ %01000100 .x.. \ %01000100 .x.. \ %00100010 ..x. \ %00100010 ..x. \ %00010001 ...x \ %00010001 ...x LSR Q \ Finally, we shift Q to the right, so the pixel we draw \ in the top-left diagonal moves to the right as we move \ up the diagonal, like this: \ \ %10001000 -> %01000100 -> %00100010 -> %00010001 \ \ or, putting them in the order on-screen with two rows \ per square, we get a top-left diagonal like this: \ \ %00010001 ...x \ %00010001 ...x \ %00100010 ..x. \ %00100010 ..x. \ %01000100 .x.. \ %01000100 .x.. \ %10001000 x... \ %10001000 x... CPX #255 \ Loop back until we have drawn all eight rows in the BNE corn1 \ diagonal, at which point we will have decremented X \ from 0 to 255 RTS \ Return from the subroutine