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7F25: Draw the intro sequence landscape
Draws the graphics for the landscape silhouette used the intro sequence. Graphics are stored at 829F.
intro inner border
Draw a 1-character high middle strip of the landscape containing most of the rolling hills
7F25 LD A,$1A Strip of landscape, 26 columns wide
7F27 LD ($8BAF),A
7F2A LD A,$01 1 (character) row high
7F2C LD ($8BB0),A
7F2F LD DE,$829F Pointer to landscape graphics data
7F32 LD HL,$40E3 Set screen display address to the left/middle of the screen
7F35 CALL $81F3 Draw graphics
Draw the small trilith-shaped structure over on the left of the scene
7F38 LD A,$01 Just 1 character to draw so 1 column, 1 row
7F3A LD ($8BAF),A
7F3D LD A,$01
7F3F LD ($8BB0),A
7F42 LD DE,$8377 Point to graphics data
7F45 LD HL,$40C9 Point to screen location to draw at
7F48 CALL $81F3 Draw on screen
Draw top section of the thin vertical structure in middle of landscape
7F4B LD A,$01 Just 1 character to draw (1 column, 1 row)
7F4D LD ($8BAF),A
7F50 LD A,$01
7F52 LD ($8BB0),A
7F55 LD DE,$837F Point at graphics data
7F58 LD HL,$40D0 Point to place on screen to draw at
7F5B CALL $81F3 Draw graphics
Cyan highlighted structure on the right of the screen
7F5E LD A,$04 4 columns
7F60 LD ($8BAF),A
7F63 LD A,$01 1 row
7F65 LD ($8BB0),A
7F68 LD DE,$8387 Point at graphics data
7F6B LD HL,$40D4 Point at place on screen to draw at
7F6E CALL $81F3 Draw to screen
Highest highlighted structure visible over on the right
7F71 LD A,$02 2 columns
7F73 LD ($8BAF),A
7F76 LD A,$01 1 row
7F78 LD ($8BB0),A
7F7B LD DE,$83A7 Point at graphics data
7F7E LD HL,$40B5 Point at place on screen to draw at
7F81 CALL $81F3 Draw to screen
Set the 2 cyan attributes on the structure over on the right
7F84 LD HL,$58B5 First highlight on slightly higher part
7F87 LD (HL),$0D Cyan colour (INK 5, PAPER 1)
7F89 LD HL,$58D4 ...and the part to its lower-left
7F8C LD (HL),$0D
Lower part of tall cyan highlighted tower structure
7F8E LD A,$04 4 columns
7F90 LD ($8BAF),A
7F93 LD A,$01 1 row
7F95 LD ($8BB0),A
7F98 LD DE,$83B7 Point at graphics data
7F9B LD HL,$480F Point at place on screen to draw at
7F9E CALL $81F3 Draw to screen
Set the highlight colour and a few other attributes alongside it
7FA1 LD HL,$590F The bottom of the tower cyan highlight/reflection just drawn
7FA4 LD (HL),$05 Set to cyan (INK 5, PAPER 0)
7FA6 INC HL Set the 3 squares to the right of it to blue/black (INK 0, PAPER 1)
7FA7 LD (HL),$08
7FA9 INC HL
7FAA LD (HL),$08
7FAC INC HL
7FAD LD (HL),$08
Draw the moon
7FAF LD HL,$408D Point at place on screen to draw at
7FB2 LD A,$01 Just 1 character so 1 column, 1 row
7FB4 LD ($8BB0),A
7FB7 LD ($8BAF),A
7FBA LD DE,$83D7 Point at moon graphic data
7FBD CALL $81F3 Draw it on screen
Stars in top right of screen
7FC0 LD HL,$4079 Drawing position set to top right of scene
7FC3 LD A,$01 1 row
7FC5 LD ($8BB0),A
7FC8 LD A,$03 3 columns (characters) to draw
7FCA LD ($8BAF),A
7FCD LD DE,$83DF Point at stars graphic data
7FD0 CALL $81F3 Draw them on screen
Stars in top left of screen
7FD3 LD HL,$4085 Draw position in top left of scene
7FD6 LD A,$01 Just 1 character - 1 row, 1 column
7FD8 LD ($8BB0),A
7FDB LD ($8BAF),A
7FDE LD DE,$83F8 Point at graphics data
7FE1 CALL $81F3 Draw them on screen
Cyan moon reflection colour and then graphic on right of small trilith
7FE4 LD HL,$58CA Attribute display address location
7FE7 LD (HL),$0D Cyan colour (INK 5, PAPER 1)
7FE9 LD HL,$40CA Screen address display location for graphic
7FEC LD A,$01 1 character (1 row, 1 column)
7FEE LD ($8BB0),A
7FF1 LD ($8BAF),A
7FF4 LD DE,$8400 Point at graphics data
7FF7 CALL $81F3 Draw on screen
Cyan moon reflection colour and then graphic on top of small trilith
7FFA LD HL,$58A9 Attribute display address location
7FFD LD (HL),$0D Cyan colour (INK 5, PAPER 1)
7FFF LD HL,$40A9
8002 LD A,$01 1 character (1 row, 1 column)
8004 LD ($8BB0),A
8007 LD ($8BAF),A
800A LD DE,$8408 Point at graphics data
800D CALL $81F3 Draw on screen
Cyan moon reflection colour and then graphic on left of small vertical tower
8010 LD HL,$58EF Second character square of tower screen attribute display position
8013 LD (HL),$0D Cyan colour (INK 5, PAPER 1)
8015 LD HL,$58CF Top character square of tower screen attribute display position
8018 LD (HL),$0D Cyan (INK 5, PAPER 1)
Next, the graphics
801A LD A,$02 2 (vertical) rows
801C LD ($8BB0),A
801F LD A,$01 1 (character-wide) column
8021 LD ($8BAF),A
8024 LD HL,$8410 Point at graphics data
8027 LD ($7CC4),HL
802A LD HL,$40CF
802D CALL $8227 Draw on screen
This scene is used both for the intro screen for a new game and the screen where you load a saved game.
8030 LD A,($8BAA) Retrieve the Menu Controls option selected (1-4)
8033 LD E,A ...and store it in the E register
8034 LD A,($8BAB) Retrieve the game flag (0 = New Game, 1 = Existing Game)
8037 LD D,A ...and store it in the D register
8038 RET
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