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The Theme: ResizeFeedingAlien

Name: ResizeFeedingAlien [Show more] Type: Subroutine Category: The Theme Summary: Change the size of an alien so it grows bigger as it feeds Deep dive: Alien feeding and growth patterns
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * UpdateAliens (Part 2 of 5) calls ResizeFeedingAlien * UpdateAliens (Part 4 of 5) calls ResizeFeedingAlien

This routine grows the alien in slot 31 or 32 by scaling the z-coordinates for the alien's four object points. Because object points are stored with the scale factor in bits 4 to 7, we can double the size of the alien by adding 16 to each z-coordinate, thus doubling the scale factor. If bit 7 of A is set, then this routine resets the size to the smallest feeding stage, which has a scale factor of 32 (i.e. 2^2).
Arguments: A Determines how the alien is resized: * If bit 7 is clear, double the size of the alien * If bit 7 is set, reset the alien to stage 1 Y The number of the alien slot to process (31 or 32), which determines which object points have their z-coordinates updated in the zObjectPoint table: * Resize object points 183 to 186 for alien slot 31 * Resize object points 188 to 191 for alien slot 32
Returns: zObjectPoint Updated z-coordinates for the relevant object points, scaled as required Y Y is unchanged
.ResizeFeedingAlien STA K \ Store the A argument in K so we can retrieve it below STY T \ Store Y in T so we can ensure it is unchanged by the \ routine LDX #3 \ We do the following loop four times, to update the \ alien's four object ID z-coordinates, so set a loop \ counter in X LDA #186 \ Set A to the object point ID to update for slot 31, so \ we update points 183 to 186 in the loop CPY #31 \ If this is alien slot 31, skip the following BEQ size1 \ instruction LDA #191 \ Set A to the object point ID to update for slot 32, so \ we update points 188 to 191 in the loop .size1 TAY \ Copy the object point ID we just set in A into Y, so \ we can use it as an index .size2 LDA zObjectPoint,Y \ Set A to the z-coordinate of the object point CLC \ Add 16 to the z-coordinate, which doubles the scale ADC #16 \ factor in bits 4 to 7 BIT K \ If bit 7 of K is clear, skip the following two BPL size3 \ instructions, as we are done AND #15 \ Otherwise bit 7 of S is set, so we need to reset the ORA #32 \ scale to the first feeding stage, which we can do like \ this: \ \ z = 32 + (z + 16) MOD 16 \ \ This gives us a result with 32 in bits 4 to 7 (i.e. a \ scale factor of 2^2) while retaining the value in bits \ 0 to 3 .size3 STA zObjectPoint,Y \ Store the updated z-coordinate DEY \ Decrement the object point ID DEX \ Decrement the loop counter BPL size2 \ Loop back until we have updated three slots LDY T \ Restore Y from T, so it doesn't get changed by the \ routine RTS \ Return from the subroutine