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Routines |
| Prev: 56457 | Up: Map | Next: 56612 |
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Used by the routine at 56309.
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This routine incorporates slightly tweaked versions of the:
The opposite routine (graphic partially obscured by right-hand screen border) is at 56457.
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| 56533 | LD A,(HL) | Get graphics byte | ||||||||||||||
| 56534 | INC HL | ...and move graphic address pointer along, ready for next one | ||||||||||||||
| 56535 | CP 0 | Byte empty? | ||||||||||||||
| 56537 | JR Z,56577 | ...If so, skip this byte, don't bother shifting or drawing | ||||||||||||||
| 56539 | PUSH HL | Store address pointer | ||||||||||||||
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Shifts graphic so that the right-shifted graphics byte is contained in 2 bytes, H and L, ready to draw on screen
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| 56540 | LD H,A | H contains the unshifted graphic byte | ||||||||||||||
| 56541 | LD L,0 | Clear L register ready to receive shifted bits | ||||||||||||||
| 56543 | LD A,B | Temp store for the 'shift counter' (containing number of right-shifts needed) | ||||||||||||||
| 56544 | CP 0 | Any more shifts needed? | ||||||||||||||
| 56546 | JR Z,56555 | ...If not, skip out of the shift loop | ||||||||||||||
| 56548 | RR H | Rotate byte in H register into L register | ||||||||||||||
| 56550 | RR L | |||||||||||||||
| 56552 | DJNZ 56548 | Repeat for number of shifts needed (counter) | ||||||||||||||
| 56554 | LD B,A | Reset the shift counter (from A register) | ||||||||||||||
| 56555 | EX DE,HL | Swap registers so that D & E contain the byte values to draw, and HL contains the screen display address to draw at | ||||||||||||||
| 56556 | LD A,(60111) | Check draw/erase flag | ||||||||||||||
| 56559 | CP 1 | 0 = Erase, 1 = Draw | ||||||||||||||
| 56561 | JR Z,56570 | If flag = 1, jump to DRAW routine. Otherwise ERASE (next routine) | ||||||||||||||
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ERASE SCREEN BYTE
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| 56563 | LD A,E | Don't need to erase the first graphic byte (stored in D register) as it's on the screen border, instead get the second byte (stored in E) | ||||||||||||||
| 56564 | INC HL | Move display address pointer right one character square to character column 2, just inside the left border | ||||||||||||||
| 56565 | CPL | Invert the graphics byte | ||||||||||||||
| 56566 | AND (HL) | AND with screen byte (i.e. keeps existing screen byte, clears sprite byte) | ||||||||||||||
| 56567 | LD (HL),A | ...and put back on screen. | ||||||||||||||
| 56568 | JR 56574 | |||||||||||||||
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DRAW SCREEN BYTE
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| 56570 | LD A,E | Don't need to draw the first graphic byte (stored in D register) as it's on the screen border, instead get the second byte (stored in E) | ||||||||||||||
| 56571 | INC HL | Move display address pointer right one character square | ||||||||||||||
| 56572 | OR (HL) | OR with existing screen byte, preserve any background graphics | ||||||||||||||
| 56573 | LD (HL),A | ...and put back on screen. | ||||||||||||||
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Graphic byte now drawn/erased
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| 56574 | DEC HL | Move back left one character space/screen display address | ||||||||||||||
| 56575 | EX DE,HL | |||||||||||||||
| 56576 | POP HL | HL now back to the graphic display address pointer, DE contains the screen display address | ||||||||||||||
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Recalculate screen address after drawing/erasing the graphic byte (also jump in to here from 56537 if byte to draw is empty)
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| 56577 | LD A,D | Get high byte of screen address | ||||||||||||||
| 56578 | INC A | ...and increment (move down 1 pixel row) | ||||||||||||||
| 56579 | AND 7 | Are we crossing into a new character row (8th pixel row)? | ||||||||||||||
| 56581 | JR Z,56586 | |||||||||||||||
| 56583 | INC D | If not, increment screen display address pointer (move down 1 pixel row) | ||||||||||||||
| 56584 | JR 56600 | |||||||||||||||
| 56586 | LD A,D | Otherwise, adjust high byte to the correct screen address | ||||||||||||||
| 56587 | AND 248 | Reset the low 3 bits (pixel row number) to zero | ||||||||||||||
| 56589 | LD D,A | |||||||||||||||
| 56590 | LD A,E | Get the low byte of the screen address | ||||||||||||||
| 56591 | ADD A,32 | Increment column by 32 to move down to next screen row | ||||||||||||||
| 56593 | LD E,A | |||||||||||||||
| 56594 | JR NC,56600 | Crossing a 1/3 screen boundary? ...If not, skip next 3 instructions | ||||||||||||||
| 56596 | LD A,D | ...If so, adjust high byte of screen address accordingly | ||||||||||||||
| 56597 | ADD A,8 | |||||||||||||||
| 56599 | LD D,A | Store correct screen address high byte back in D register | ||||||||||||||
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Check if encroaching out of bounds into bottom third of screen, where the scroll status panel is
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| 56600 | LD A,D | |||||||||||||||
| 56601 | CP 80 | Are we into the last 3rd of the screen? | ||||||||||||||
| 56603 | DEC C | (Decrement number of tile bytes to draw) | ||||||||||||||
| 56604 | JP NC,56442 | Jump to 56442 if into last 3rd of screen (out of bounds) | ||||||||||||||
| 56607 | JR NZ,56533 | If bytes left to draw in the tile - continue to draw next tile byte | ||||||||||||||
| 56609 | JP 56446 | |||||||||||||||
| Prev: 56457 | Up: Map | Next: 56612 |