;;; -*- Mode: asm; indent-tabs-mode: t; tab-width: 8 -*- ;; The triangles 3 corner-positions, they may be in any given order. ;; This is inputs to the subrotine! A_X = $EA A_Y = $E9 B_X = $E8 B_Y = $E7 C_X = $E6 C_Y = $E5 ;; Differense in height (after these points have been sorted look in triangle.s for more detail) AB = $E4 BC = $E3 ;; We need some values for Bresenham's line algorithm, see triangle.s and line_down.s V_l = $E2 ;16-bit value (uses E3) V_r = $E0 ;16-bit value (used E1) dy_2_l = $DE ;16-bit value (used DF) dy_2_l = $DC ;16-bit value (used DD) D_l = $DA ;16-bit value (uses DB) D_r = $D8 ;16-bit value (uses D9) ;; These come from mem.inc ;; Takes up FF - F5 X_pos = $FC Y_pos = $FB byte_to_paint = $FE ; Byte with one 1 that corisponds to a pixel. btp_mem_pos = $F9 ; 16-bit value (uses FA), byte to paint memory position