; make pictures by drawing boxes ; 223 -- initial ; 220 -- update end ; 219 -- store color already multiplied by 17 ; 215 -- load Y0 directly into X ; 211 -- load X1 directly into H2 .include "zp.inc" .include "hardware.inc" X0 = $F0 Y1 = $F3 ;1DEFFNP(X)=PEEK(2054+I*5+X)-32: ;GR:POKE49234,0: ;FORI=0TO29:COLOR=FNP(0):FORY=FNP(3)TOFNP(4) ;:HLINFNP(1),FNP(2)ATY:NEXTY,I:GETA ;================================ ; Clear screen and setup graphics ;================================ boxes: jsr SETGR ; set lo-res 40x40 mode bit FULLGR ; make it 40x48 draw_box_loop: ; get color jsr load_byte cmp #$AA end: beq end ; hit end sta COLOR jsr load_byte tax ; ldx box_data+1,Y ; Y0 jsr load_byte ; lda box_data+2,Y sta Y1 jsr load_byte ; lda box_data+3,Y sta X0 jsr load_byte ; lda box_data+4,Y sta H2 inner_loop: tya pha ;; HLINE Y,H2 at A ;; X left alone, carry set on exit ;; H2 left alone ;; Y and A trashed ldy X0 txa jsr HLINE pla tay inx cpx Y1 beq inner_loop bcc inner_loop jmp draw_box_loop load_byte: lda box_data inc load_byte+1 ; assume we are always < 256 bytes ; so no need to wrap rts ; 4 6 6 6 6 box_data: .byte $FF,$00,$2F,$00,$27 .byte $88,$01,$2B,$0A,$1B .byte $DD,$28,$29,$03,$14 .byte $DD,$24,$27,$03,$16 .byte $DD,$20,$23,$05,$17 .byte $DD,$1C,$1F,$08,$18 .byte $88,$23,$26,$07,$0E .byte $88,$24,$27,$08,$12 .byte $88,$1F,$1F,$0D,$12 .byte $55,$2A,$2B,$03,$14 .byte $55,$2C,$2D,$06,$13 .byte $88,$2C,$2D,$14,$17 .byte $88,$08,$16,$1C,$1C .byte $DD,$02,$1A,$09,$18 .byte $88,$04,$18,$0A,$15 .byte $00,$06,$17,$0B,$14 .byte $88,$15,$29,$22,$22 .byte $88,$13,$28,$22,$24 .byte $55,$13,$14,$1C,$23 .byte $55,$15,$16,$1B,$21 .byte $DD,$17,$2B,$19,$21 .byte $00,$18,$20,$1A,$20 .byte $00,$22,$2A,$1A,$20 .byte $55,$1C,$1C,$1B,$20 .byte $55,$26,$26,$1B,$20 .byte $33,$1F,$20,$1F,$1F .byte $33,$29,$2A,$1F,$1F .byte $55,$19,$1E,$1D,$1E .byte $55,$23,$28,$1D,$1E .byte $CC,$02,$03,$17,$17 .byte $AA