build 128

This commit is contained in:
2022-02-19 15:56:26 -05:00
parent 3c4c537a7a
commit d54c38d0bf
9 changed files with 89 additions and 63 deletions
+24 -24
View File
@@ -113,7 +113,7 @@ CheckDirectionFactor
; 'a' factor is fire, so we copy parameters
; XK=DX
mwa DX XK
; i kasowanie bitu 2
; and clearing bit 2
; and bit 2 clear
; (is not needed because already cleared)
;lda HowToDraw
@@ -168,7 +168,7 @@ DrawLoop
; DI=DI+DD
; YI=YI+1
adw DI DD
adw YI #1
inw YI
jmp drplot
DINegative
; ELSE
@@ -219,7 +219,7 @@ PutPixelinDraw
; XI=XI+1
; UNTIL XI=XK
adw XI #1
inw XI
cpw XI XK
jne DrawLoop
@@ -234,7 +234,7 @@ DrawJumpPad
Drawplot
jmp plot
DrawLen
adw LineLength #1
inw LineLength
rts
DrawCheck .proc
@@ -729,8 +729,8 @@ drawmountainsloop
lda (modify),y
sta ydraw
jsr DrawLine
adw modify #1
adw xdraw #1
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainsloop
@@ -747,8 +747,8 @@ drawmountainspixelloop
lda (modify),y
sta ydraw
jsr plot
adw modify #1
adw xdraw #1
inw modify
inw xdraw
cpw xdraw #screenwidth
bne drawmountainspixelloop
@@ -807,9 +807,9 @@ StillNothing
cmp #screenheight
bne NextPoint1
FoundPeek1
adw tempor2 #1
adw tempor3 #1
adw xdraw #1
inw tempor2
inw tempor3
inw xdraw
;vcmp xdraw,screenwidth,NextColumn1
cpw xdraw RangeRight
bcc NextColumn1
@@ -823,7 +823,7 @@ MainFallout2
adw RangeLeft #mountaintable2 tempor2
adw RangeLeft #mountaintable3 tempor3
mwa #1 IsEndOfTheFallFlag
mva #1 IsEndOfTheFallFlag
FalloutOfLine
ldy #0
@@ -860,10 +860,10 @@ FalloutOfLine
ThereIsPixelHere
ColumnIsReady
adw temp #1
adw tempor2 #1
adw tempor3 #1
adw xdraw #1
inw temp
inw tempor2
inw tempor3
inw xdraw
;vcmp xdraw,screenwidth,FalloutOfLine
cpw xdraw RangeRight
bcc FalloutOfLine
@@ -883,9 +883,9 @@ ColumnIsReady
CopyHeights
lda (tempor3),y
sta (temp),y
adw temp #1
adw tempor3 #1
adw xdraw #1
inw temp
inw tempor3
inw xdraw
;vcmp xdraw,screenwidth,CopyHeights
cpw xdraw RangeRight
bcc CopyHeights
@@ -981,7 +981,7 @@ ToBottom
Skip01
sta ydraw
adw xdraw #1
inw xdraw
cpw xdraw #screenwidth
beq EndDrawing
@@ -1430,13 +1430,13 @@ EmptyPixel
;anyway we assume the text is being drawn
;over an empty space
Loop4x4Continued
adw xdraw #1
inw xdraw
lda StoreA4x4
dec Xcounter4x4
ldx Xcounter4x4
bne uppernibble
; here we have on screen one line of the char
adw ydraw #1
inw ydraw
sbw xdraw #4
sbw y4x4 #32
dec:lda LoopCounter4x4
@@ -1494,13 +1494,13 @@ EmptyPixelFULL
;of course it is slower
Loop4x4ContinuedFULL
adw xdraw #1
inw xdraw
lda StoreA4x4
dec Xcounter4x4
ldx Xcounter4x4
bne uppernibbleFULL
; here we have on screen one line of the char
adw ydraw #1
inw ydraw
sbw xdraw #4
sbw y4x4 #32
dec:lda LoopCounter4x4