Y1 := ptr2
X2 := ptr3
Y2 := ptr4
+TEXT := ptr3
ROW := tmp2 ; Bitmap row...
COL := tmp3 ; ...and column, both set by PLOT
BITTAB: .byte $80,$40,$20,$10,$08,$04,$02,$01
BITCHUNK: .byte $FF,$7F,$3F,$1F,$0F,$07,$03,$01
-VBASE = $E000 ; Video memory base address
-CBASE = $D000 ; Color memory base address
+CHARROM := $D000 ; Character rom base address
+CBASE := $D000 ; Color memory base address
+VBASE := $E000 ; Video memory base address
.code
and CHUNK
eor (POINT),y
sta (POINT),y
-YDONE: lda #$37
+YDONE: lda #$36
sta $01
cli
rts
XDONE: lsr CHUNK ;Advance to last point
jsr LINEPLOT ;Plot the last chunk
-EXIT: lda #$37
+EXIT: lda #$36
sta $01
cli
rts
;
OUTTEXT:
+
+; Calculate a pointer to the representation of the character in the
+; character ROM
+
+ ldx #((>(CHARROM + $0800)) >> 3)
+ ldy #0
+ lda (TEXT),y
+ bmi @L1
+ ldx #((>(CHARROM + $0000)) >> 3)
+@L1: stx ptr4+1
+ asl a
+ rol ptr4+1
+ asl a
+ rol ptr4+1
+ asl a
+ rol ptr4+1
+ sta ptr4
+
+
+
+
+
rts
; ------------------------------------------------------------------------