While attempting to write a game in 256 bytes I needed a routine to draw lines, but Bresenham's line algorithm weighs in at approx ~120 bytes. The only suitable alternative I'm aware of is recursive divide and conquer: divide a line into two smaller lines and call the draw routine with each in turn:
/* Draw a line from (ax,ay) to (bx,by) */
int draw ( ax, ay, bx, by )
{
int midx, midy;
midx = ( ax+bx ) / 2;
midy = ( ay+by ) / 2;
if ( midx != ax && midy != ay )
{
draw( midx, midy, ax, ay );
draw( bx, by, midx, midy );
plot( midx, midy );
}
}
This is significantly smaller thank Bresenham's, 32 byte of Z80. However, there are a couple of compromises: it's slower and the lines aren't perfect because the rounding errors accumulate.
; draw lines using recursive divide and conquer
; from de = end1 (d = x-axis, e = y-axis)
; to hl = end2 (h = x-axis, l = y-axis)
DRAW:
call PLOT
push hl
; calculate hl = centre pixel
ld a,l
add a,e
rra
ld l,a
ld a,h
add a,d
rra
ld h,a
; if de (end1) = hl (centre) then we're done
or a
sbc hl,de
jr z,EXIT
add hl,de
ex de,hl
call DRAW ; de = centre, hl = end1
ex (sp),hl
ex de,hl
call DRAW ; de = end2, hl = centre
ex de,hl
pop de
ret
EXIT:
pop hl
ret
; ---------------------------
; plot d = x-axis, e = y-axis
PLOT:
push hl
ld a,d
and 7
ld b,a
inc b
ld a,e
rra
scf
rra
or a
rra
ld l,a
xor e
and 248
xor e
ld h,a
ld a,l
xor d
and 7
xor d
rrca
rrca
rrca
ld l,a
ld a,1
PLOTBIT:
rrca
djnz PLOTBIT
or (hl)
ld (hl),a
pop hl
ret
Alternatively the de(end1) = hl(centre)
test can be replaced with a recursion depth count to create an even slower 28 byte routine:
; draw lines using recursive divide and conquer
; from de = end1 (d = x-axis, e = y-axis)
; to hl = end2 (h = x-axis, l = y-axis)
DRAW:
ld c,8
DRAW2:
dec c
jr z,EXIT
push de
; calculate de = centre pixel
ld a,l
add a,e
rra
ld e,a
ld a,h
add a,d
rra
ld d,a
call DRAW2 ; de = centre, hl = end1
ex (sp),hl
call DRAW2 ; de = centre, hl = end2
call PLOT
ex de,hl
pop hl
EXIT:
inc c
ret