Path: blue.weeg.uiowa.edu!news.uiowa.edu!uunet!bloom-beacon.mit.edu!gatech!howland.reston.ans.net!vixen.cso.uiuc.edu!news.uoregon.edu!cie-2.uoregon.edu!nparker From: nparker@cie-2.uoregon.edu (Neil Parker) Newsgroups: comp.sys.apple2.programmer Subject: Re: Graphic Date: 14 Dec 1994 09:35:03 GMT Organization: University of Oregon Campus Information Exchange Lines: 356 Message-ID: <3cme87$q9a@pith.uoregon.edu> References: <1994Dec12.172003.2544@pro-lep.bga.com> <3ckdcc$29a@fishlab11.fsh.mtu.edu> NNTP-Posting-Host: cie-2.uoregon.edu In article <3ckdcc$29a@fishlab11.fsh.mtu.edu> jponge@mtu.edu (Joshua P. Onge) writes: >Robert Fletcher (robertf@pro-lep.bga.com) wrote: >: Just to let you know, I have some old books on Apple graphics. I am >: interested in getting more, to help with assembly of graphics into >: programs. The book or magazine, does not have to be an Apple book or >: magazine. >: _____ > > Do you have any machine code (6502) that can draw lines in hi-res. > Or an easily adaptable algorithim? Well...this isn't really what you're asking for, but it may be useful anyway. This is a list of hi-res subroutines in the Applesoft ROM that can be called by machine language programs. This list includes just about all the useful standalone hi-res subroutines (i.e. none of these routines will try to return to the Applesoft interpreter main loop instead of to your program, or try to handle errors by jumping to the Applesoft ONERR GOTO handler). Someone else asked me to post this list a couple of weeks ago...I apologize for taking so long to get it taken care of. The following zero-page locations are used by the hi-res routines: X0L EQU $E0 ;Low-order byte of X coordinate X0H EQU $E1 ;Hi-order byte of X coordinate Y0 EQU $E2 ;Y coordinate HCOLOR EQU $E4 ;Color masking word from table at $F6F6: ;black1= $0 ;green = $2A = %00101010 ;purple= $55 = %01010101 ;white1= $7F = %01111111 ;black2= $80 = %10000000 ;orange= $AA = %10101010 ;blue = $D5 = %11010101 ;white2= $FF = %11111111 HPAG EQU $E6 ;Page where plotting will be done: ;page 1 = $20, page 2 = $40 SCALE EQU $E7 ;Scale for DRAW and XDRAW COLLSN EQU $EA ;Collision count for DRAW and XDRAW SHAPEL EQU $1A ;Shape definition pointer SHAPEH EQU $1B * HCOLOR1 EQU $1C ;HCOLOR, shifted to account for even/odd columns HBASL EQU $26 ;Pointer to first byte of current line HBASH EQU $27 HNDX EQU $E5 ;INT(X coordinate / 7) HMASK EQU $30 ;Bit position mask cooresponding to X coord MOD 7 ;taken from table at MSKTBL ($F5B2) Also used are $1D, $D0-D5, $E3, $E8-E9. The routines: HGR EQU $F3E2 Inputs: none Outputs: zero-page pointers initialized for page 1 This is the entry point for the BASIC HGR command. It clears and displays page 1, and initializes it for drawing. HGR2 EQU $F3D8 Inputs: none Outputs: zero-page pointers initialized for page 2 This is the entry point for the BASIC HGR2 command. It clears and displays page 2, and initializes it for drawing. SETHCOL EQU $F6F0 Inputs: X = color number (0-7) Outputs: HCOLOR ($E4) = color mask Convert a standard Applesoft hi-res color number into the corresponding color mask. This subroutine is the same as LDA $F6F6,X STA HCOLOR but you can save a couple of bytes by calling SETHCOL instead of using the above instructions. HCLR EQU $F3F2 Inputs: HPAG ($E2) = page to be cleared Outputs: none Clear the current hi-res page to black. The page need not be displayed. BKGNDO EQU $F3F4 Inputs: A = color mask of desired color Outputs: none Clear the current hi-res page to the desired color. The page need not be displayed. BKGND EQU $F3F6 Inputs: HCOLOR1 ($1C) = color mask of desired color Outputs: none A later entry point to the previous routine. HPOSN EQU $F411 Inputs: A = Y coordinate X = low byte of X coordinate Y = hi byte of X coordinate HCOLOR ($E4) = color mask HPAG ($E6) = page to plot on Outputs: HBASL, HBASH ($26,27) = base address of line HNDX ($E5) = offset to byte containing pixel HMASK ($30) = mask byte for pixel HCOLOR1 ($1C) = shifted color mask X0L ($E0) = low byte of X-coordinate X0H ($E1) = hi byte of X-coordinate Y0 ($E2) = Y-coordinate Compute the memory address and mask of a pixel. HFIND EQU $F5CB Inputs: HBASL, HBASH ($26,27) = base address of line HNDX ($E5) = offset to byte containing pixel HMASK ($30) = mask byte for pixel Outputs: X0L ($E0) = low byte of X-coordinate X0H ($E1) = hi byte of X-coordinate Y0 ($E2) = Y-coordinate This routine is the inverse of HPOSN. Given the memory address and mask for a pixel, compute its coordinates. HPLOT EQU $F457 Inputs: A = Y-coordinate X = low byte X-coordinate Y = hi byte X-coordinate HCOLOR ($E4) = color mask HPAG ($E6) = page to plot on Outputs: same as HPOSN Plot a point at the given coordinates, in the given color. HPLOT1 EQU $F45A Inputs: HCOLOR1 ($1C) = shifted color mask HMASK ($30) = mask byte for pixel HBASL, HBASH ($26,27) = base address of line Y = offset into line of byte containing pixel Outputs: none This is the most primitive plotting routine. It plots a pixel at the given location, using the following code: LDA HCOLOR1 EOR (HBASL),Y AND HMASK EOR (HBASL),Y STA (HBASL),Y RTS HLIN EQU $F53A Inputs: A = ending point X-coordinate low byte X = ending point X-coordinate hi byte Y = ending point Y-coordinate X0L ($E0) = starting point X-coordinate low byte X0H ($E1) = starting point X-coordinate hi byte Y0 ($E2) = starting point Y-coordinate HPAG ($E6) = page to plot on HBASL, HBASH ($26,27) = base address of line of starting point HMASK ($30) = mask byte for starting pixel HNDX ($E5) = offset into line of byte containing starting pixel HCOLOR1 ($1C) = shifted color mask Outputs: X0L...HCOLOR1 set up according to last point plotted Draw a line between two points. The usual calling sequence is to first call HPOSN or HPLOT to fix the starting point, and then call HLIN to draw the line. This automatically sets up the information in X0L...HCOLOR1, so the programmer does not usually need to supply this information. A series of lines can be drawn like this: call HPOSN to fix the starting point call HLIN to draw to the second point call HLIN to draw to the third point call HLIN to draw to the fourth point etc... If the information in X0L, X0H, Y0 (the "external coordinates") does not match the information in HBASL...HCOLOR1 (the "internal coordinates"), then an offset occurs in the plotting: draw an imaginary line from the "external coordinates" to the ending point, and then move this imaginary line parallel to itself so that the "external coordinate" point is on top of the "internal coordinate" point. Plot the resulting line. (This feature is used by the next call, which simply sets the "external coordinates" to (0,0) and falls into HLIN.) HLINRL EQU $F530 Inputs: A = ending point X-coordinate low byte X = ending point X-coordinate hi byte Y = ending point Y-coordinate HPAG ($E6) = page to be plotted on HBASL, HBASH...HCOLOR1 = same as for HLIN Outputs: X0L...HCOLOR1 set up according to last point plotted Plot a line relative to the previous point plotted. The ending point should be specified as if the previous point plotted were the origin of a new temporary coordinate system. This call may be of limited usefulness, since the ending point coordinates are unsigned, and it therefore only appears possible to go down and to the right. DRAW EQU $F601 Inputs: A = rotation value (0-$3F) X = pointer to shape definition, low byte Y = pointer to shape definition, hi byte SCALE ($E7) = scale factor (1 = smallest, 0 interpreted as 256) HPAG ($E6) = page to be plotted on HBASL...HCOLOR1 = same as for HLIN Outputs: HBASL...HCOLOR1 set up according to last point plotted COLLSN ($EA) = number of pixels that changed while drawing Draw an Applesoft shape. As with HLIN, this call usually follows a call to HPOSN or HPLOT to fix the starting point, so it will not usually be necessary for the programmer to set up HBASL...HCOLOR1 manually. The X and Y registers should not point to a full Applesoft shape table, but rather to one of the shapes within the table. After calling DRAW, you can find out where you've been left by calling HFIND. DRAW1 EQU $F605 Inputs: A = rotation value (0-$3F) SHAPEL, SHAPEH ($1A,1B) = pointer to shape definition SCALE ($E7) = scale factor (1 = smallest, 0 interpreted as 256) HPAG ($E6) = page to be plotted on HBASL...HCOLOR1 = same as for HLIN Outputs: same as DRAW This is an alternate entry point to DRAW. It can be used when there is only a single shape to be drawn, as the SHAPEL, SHAPEH pointer need only be initialized once. This saves the step of loading the pointer into X and Y prior to a call to DRAW. XDRAW EQU $F65D Inputs: Same as for DRAW (except that the color is ignored) Outputs: Same as DRAW Xdraw an Applesoft shape. This call works exactly the same as DRAW, except that it draws the shape by XORing onto the screen rather than drawing it in the current color. XDRAW1 EQU $F661 Inputs: Same as DRAW1 (except that the color is ignored) Outputs: Same as DRAW1 This is an alternate entry point to XDRAW. It has the same relationship to XDRAW that DRAW1 has to DRAW. LEFT EQU $F467 Inputs: HMASK ($30) = Mask byte for current pixel HNDX ($E5) = Offset into line of byte containing current pixel HCOLOR1 ($1C) = shifted color mask Outputs: See below Given a pixel (in "internal coordinates"), this routine calculates HMASK, HNDX, and HCOLOR1 for the pixel immediately to the left. If this would move the pixel off the left edge of the display, it wraps around to the right edge. The output data replaces the input data. RIGHT EQU $F48A Inputs: same as for LEFT Outputs: see below This routine functions just like LEFT, but it moves to the right instead of to the left. Wrap-around occurs at the right edge of the display. UP EQU $F4D5 Inputs: HBASL, HBASH ($26,27) = address of current line Outputs: see below Given the address of a line of the display, this routine calculates the address of the line immediately above it. Wrap-around occurs at the top of the display. The output data replaces the input data. DOWN EQU $F504 Inputs: HBASL, HBASH ($26,27) = address of current line HPAG ($E6) = current hi-res page Outputs: see below Given the address of a line of the display, calculate the address of the line immediately below it. Wrap-around occurs at the bottom of the display. The output data replaces the input data. LEFTRT EQU $F465 Inputs: same as for LEFT/RIGHT N flag--see below Outputs: same as LEFT/RIGHT If the processor N (negative) flag is set, move LEFT, otherwise move RIGHT. UPDWN EQU $F4D3 Inputs: same as for UP/DOWN N flag--see below Outputs: same as UP/DOWN If the processor N (negative) flag is set, move DOWN, otherwise move UP. LRUD EQU $F4D1 Inputs: same as for LEFT/RIGHT and UP/DOWN N and C flags--see below Outputs: same as LEFT/RIGHT and UP/DOWN Move LEFT, RIGHT, UP, or DOWN according to the processor N (negative) and C (carry) flags: N C Move - - ---- 0 0 UP 0 1 RIGHT 1 0 DOWN 1 1 LEFT Note that LEFT, RIGHT, UP, DOWN, LFTRT, UPDWN, and LRUD only move--they do not plot. The entry points corresponding to the Applesoft tokens are different from the above, as the token handlers must generally parse parameters from the program text. This makes them somewhat less useful than the above routines, but for the curious, here they are: HGR2 $F3D8 HGR $F3E2 HCOLOR= $F6E9 HPLOT $F6FE DRAW $F769 XDRAW $F76F ROT= $F721 SCALE= $F727 SHLOAD $F775 (not present on all Apples) Sources: C. K. Mesztenyi, "Notes on Hi-Res Graphics Routines in Applesoft," _Apple_Orchard_, Spring 1981. This describes many of the Applesoft hi-res routines in considerable detail. Several routines are given different names from the above. Apple Computer, Inc. (from contact John Crossley), "Applesoft Internal Entry Points," _The_Apple_Orchard_, March/April 1980. A large listing of internal Applesoft routines, including some of the graphics routines. Has a few errors. The Programmer's Aid No. 1 Reference Manual (I think that's what it's called--I have only a few photocopied pages) contains Steve Wozniak's original commented source code for the hi-res routines in the Programmer's Aid No. 1 ROM. It appears that this source code was used almost verbatim by the authors of Applesoft. I have used the labels and routine names from this listing. (If you have the DOS 3.3 System Master, then you have a copy of the Programmer's Aid No. 1 ROM...it lives in the language card along with Integer BASIC, from $D000 to $D7FF.) Obligatory Disclaimer: Although I have expended some effort in collecting and verifying the above information, I cannot guarantee its accuracy or freedom from typos. - Neil Parker -- Neil Parker No cute ASCII art...no cute quote...no cute nparker@cie-2.uoregon.edu disclaimer...no deposit, no return... nparker@cie.uoregon.edu (This space intentionally left blank: )