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autumn: clean up comments a bit more
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@ -61,7 +61,7 @@ autumn_forever:
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asl COLORL ; 2 ; shl %ax
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asl COLORL ; 2 ; shl %ax
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rol COLORH ; 2
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rol COLORH ; 2
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; put old X value to X/Y
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; save old Xcoord value to X/Y for later
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; push/pop is 1 byte each but have to get
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; push/pop is 1 byte each but have to get
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; value into accumulator first
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; value into accumulator first
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ldx XCOORDL ; 2
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ldx XCOORDL ; 2
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@ -80,21 +80,21 @@ autumn_forever:
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; 16-bit arithmatic shift right of X
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; 16-bit arithmatic shift right of X
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; 6502 has no asr instruction
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; 6502 has no asr instruction
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; cmp #$80 sets carry if high bit set
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; cmp #$80 sets carry if high bit set
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cmp #$80 ; 2
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cmp #$80 ; 2 ; XCOORDH still in A from before
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ror XCOORDH ; 2
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ror XCOORDH ; 2
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ror XCOORDL ; 2
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ror XCOORDL ; 2
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; 16-bit add, y=y+oldx
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; 16-bit add, ycoord=ycoord+oldx
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clc ; 1
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clc ; 1
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txa ; 1
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txa ; 1
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adc YCOORDL ; 2
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adc YCOORDL ; 2
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sta YCOORDL ; 2
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sta YCOORDL ; 2
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tya ; 2
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tya ; 1
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adc YCOORDH ; 2
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adc YCOORDH ; 2
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sta YCOORDH ; 2
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sta YCOORDH ; 2
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; 16-bit arithmatic shift right of y-coord
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; 16-bit arithmatic shift right of y-coord
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cmp #$80 ; 2
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cmp #$80 ; 2 ; YCOORDH still in A from before
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ror YCOORDH ; 2
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ror YCOORDH ; 2
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ror YCOORDL ; 2
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ror YCOORDL ; 2
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@ -108,8 +108,6 @@ autumn_forever:
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bcs label_11f ; 2
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bcs label_11f ; 2
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; 16-bit increment of color
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; 16-bit increment of color
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; no need to clear carry as we wouldn't be
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; here if it wasn't
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inc COLORL ; 2
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inc COLORL ; 2
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bne no_oflo ; 2
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bne no_oflo ; 2
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inc COLORH ; 2
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inc COLORH ; 2
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@ -152,11 +150,11 @@ label_11f:
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put_pixel:
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put_pixel:
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; get color mapping
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; get color mapping
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; using lookup table for now whil trying to find best
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; using lookup table for now while trying to find best combo
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lda COLORL ; 2
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lda COLORL ; 2
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and #$7 ; 2
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and #$7 ; 2
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tay ; 1
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tay ; 1
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ldx color_lookup,Y ; 3 (could be 2 if we had in zero page)
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ldx color_lookup,Y ; 3 (could be 2 if we run in zero page)
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; actually set the color
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; actually set the color
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jsr HCOLOR ; 3
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jsr HCOLOR ; 3
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@ -181,8 +179,8 @@ exit_to_prompt:
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; Apple II Hi-Res Colors
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; Apple II Hi-Res Colors
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; It's all NTSC artifacting and complex
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; It's all NTSC artifacting and complex
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; There can be color-class at a 3.5 pixel level
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; There can be color-clash at a 3.5 pixel level
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; And adjacent on pixels make white, adjacent off make black
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; Adjacent on pixels make white, adjacent off make black
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; Simplistic summary, you can have these 8 colors (6 unique)
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; Simplistic summary, you can have these 8 colors (6 unique)
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; 0 = Black0
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; 0 = Black0
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; 1 = Green
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; 1 = Green
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@ -199,9 +197,12 @@ color_lookup:
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; .byte $01,$01,$02,$03, $05,$05,$06,$07
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; .byte $01,$01,$02,$03, $05,$05,$06,$07
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; orange and gren palette
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; blue and purple palette
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; .byte $02,$02,$03,$06, $06,$06,$02,$07
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; orange and green palette
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.byte $01,$01,$03,$05, $05,$05,$01,$07
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.byte $01,$01,$03,$05, $05,$05,$01,$07
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; "Leaves"
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; "Leaf" Locations
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; TOP-LEFT ?? CENTER-TOP TOP-RIGHT LEFT ?? CENTER-BOTTOM ??
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; TOP-LEFT ?? CENTER-TOP TOP-RIGHT LEFT ?? CENTER-BOTTOM ??
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