add code comments and compiler flag for circle draw.
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4916678549
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2 changed files with 28 additions and 18 deletions
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@ -2,6 +2,7 @@
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.include "../pixel/pixel.inc"
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;; public args
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radius = ARGVEC + 2
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;; and others from pixel.inc
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;; private args
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t1 = $E0
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t2 = $E1
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@ -1,5 +1,6 @@
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;;; -*- Mode: asm; indent-tabs-mode: t; tab-width: 8 -*-
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;;We have named the parts of the circle as such.
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;; |
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;; qbb (7) | qab (8)
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@ -12,12 +13,18 @@
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;; |
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;; v Y
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;; The q stands for quarter, whe have 4 quarter, and each quarter is split into 2
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;; The q stands for quarter, whe have 4 quarter, and each quarter is split into 2 (a and b)
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;; We use jerko's method https://schwarzers.com/algorithms/
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;;
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;; There exist 4 uniqe half-quarter-pairs such that they share the same byte_to_paint
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; and another 4 uniqe ... such that they shair the same Y value.
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;; The Y value is the mod 8 rest of the position of the byte to paint.
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;; We paint one pixel in each half quarter area for each loop.
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.proc circle; user-procedure :clobbers (A X Y) :clobbers-arguments 3
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.proc circle
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.include "circle.inc"
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;; Because loop is so big, We need to save position in pointer
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;; Because loop is so big, We need to save positions in pointer
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LDA #<while_x_bigger_then_y
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STA jmp_location_pointer
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LDA #>while_x_bigger_then_y
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@ -42,6 +49,7 @@
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STA t1
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draw_upper_px_in_circle:
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;; move uppwards
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SEC
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LDA Y_pos
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STA temp_
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@ -49,6 +57,8 @@ draw_upper_px_in_circle:
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STA Y_pos
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JSR pixel_draw
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;; initial pixel for 2 half-quarter arias
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LDA btp_mem_pos
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STA btp_mem_pos_qbb
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STA btp_mem_pos_qab
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@ -57,11 +67,13 @@ draw_upper_px_in_circle:
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STA btp_mem_pos_qab + 1
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;; initial Y value for one half-quarter aria
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STY Y_qbb
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;; reset changes we have made to circle Y_pos
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LDA temp_
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STA Y_pos
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draw_left_px_in_circle:
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draw_left_px_in_circle: ;similar as above
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SEC
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LDA X_pos
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STA temp_
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@ -82,7 +94,7 @@ draw_left_px_in_circle:
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LDA temp_
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STA X_pos
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draw_lower_px_in_circle:
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draw_lower_px_in_circle: ;similar as above
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CLC
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LDA Y_pos
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STA temp_
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@ -107,15 +119,12 @@ draw_lower_px_in_circle:
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LDA temp_
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STA Y_pos
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draw_right_px_in_circle:
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draw_right_px_in_circle:; similar as above
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CLC
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LDA X_pos
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ADC radius
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STA X_pos
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;; We only draw the first pixel using absolute position.
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;; After that we use relative position.
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JSR pixel_draw
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;; This sets byte_to_paint, btp_mem_pos and Y
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LDA btp_mem_pos
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STA btp_mem_pos_qda
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@ -124,13 +133,15 @@ draw_right_px_in_circle:
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STY Y_qda
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STY Y_qaa
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LDX #$08
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while_x_bigger_then_y: ; X=8 always expected
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LDX #$08 ; X=8 always expected inside the loop
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while_x_bigger_then_y:
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draw_pixels.
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draw_qaa:
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LDY Y_qaa
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LDA byte_to_paint ;A byte containing a single 1. Coresponds to X position in the chunk.
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ORA (btp_mem_pos), Y
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LDA byte_to_paint ;A byte containing a single 1. Coresponds to 2^rest(X_pos/8)
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ORA (btp_mem_pos), Y; Y = rest(Y_pos/8)
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STA (btp_mem_pos), Y
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draw_qba:
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LDA byte_to_paint_qca
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@ -165,6 +176,8 @@ draw_qab:
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STA (btp_mem_pos_qab), Y
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;; Y_rel and X_rel is the X and Y in the eye of the algorithm. Thsese are calculated seperatly from the pixel cordinates,
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;; but are modified at the same time. This is becsuse the pixel cordinate system is complex (see pixel draw)
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change_Y:
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INC Y_rel ; y++
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@ -203,8 +216,6 @@ qcb_x:
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BCC qcb_x_end
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qcb_x_overflow:
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INC byte_to_paint_qcb
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;LDA #$01
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;STA byte_to_paint_qcb
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Sub_16 btp_mem_pos_qcb, btp_mem_pos_qcb + 1, #$08, #$00,!
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Sub_16 btp_mem_pos_qbb, btp_mem_pos_qbb + 1, #$08, #$00,!
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qcb_x_end:
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@ -231,8 +242,6 @@ qaa_x:
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ASL byte_to_paint
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BCC qaa_x_end
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qaa_x_overflow:
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Sub_16 btp_mem_pos, btp_mem_pos + 1, #$08, #$00, ! ;+8
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Sub_16 btp_mem_pos_qda, btp_mem_pos_qda + 1, #$08, #$00, ! ;+8
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;; Restores byte to paint
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