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Used at 58365 when setting display attributes for drawn/erased graphics that aren't Maroc or background room scenery.
Contains a series of directional offsets to put the colours for the graphic on screen.
There are 2 sets:
After each offset is added to the display address pointer, the colour is applied to the character square.
SET 1 - for CREATURES, or destroyed creatures (3 x 5 character squares):
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| 60374 | DEFB 15 | First byte = number of bytes in this set, used as a loop counter for printing the colour blocks | ||
| 60375 | DEFB -65 | Added to screen attribute display address. In this case -65 will move the address up TWO ROWS, and one square to the left | ||
| 60376 | DEFB 1 | Then move right one square | ||
| 60377 | DEFB 1 | ...and another one | ||
| 60378 | DEFB 30 | Then add 30 to the address, which moves down one line and back to the left two squares | ||
| 60379 | DEFB 1,1,30,1,1,30,1,1 | ...Then a repeat of the 2 x 1 character squares, for 4 more rows, with some 30s to move across the screen and down to the next row | ||
| 60387 | DEFB 30,1,1 | |||
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SET 2 - for OBJECTS (3 x 3 character squares):
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| 60390 | DEFB 9 | First byte = number of bytes in this set, used as a loop counter for printing the colour blocks | ||
| 60391 | DEFB -33 | Added to screen attribute display address. In this case -33 will move the address up ONE ROW, and one square to the left | ||
| 60392 | DEFB 1 | Then move right one square | ||
| 60393 | DEFB 1 | ...and another one | ||
| 60394 | DEFB 30 | Then add 30 to the address, which moves down one line and back to the left two squares | ||
| 60395 | DEFB 1,1,30,1,1 | ...Then a repeat of the 2 x 1 character squares, for 2 more rows | ||
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