Routines |
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Prepare the room corner join graphics - one of two sorts, for either 'brick' or 'cavern' levels
The right wall/floor connector is set up later at 49912
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49600 | LD A,6 | Graphic type = 6 (corner wall section) | ||
49602 | LD (60227),A | |||
49605 | LD A,48 | Vertical position (in pixels) from top of room space | ||
49607 | LD (60234),A | |||
49610 | LD A,16 | Horizontal position (in 4-pixel/half-character steps) from left of room space | ||
49612 | LD (60232),A | |||
49615 | LD A,2 | |||
49617 | LD (60240),A | Graphic number offset for scenery graphic address (n-1)*2 = 2 The standard corner section is the right-hand one (40462). For the left one (as in the above images) we want the mirrored version, the graphics pointer to which is the next address (2 bytes) location |
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49620 | LD C,18 | Graphic number offset for corner wall section in graphic address table at 38851; (n-1)*2 = 34 = 38885 | ||
49622 | LD A,(60279) | Extra offset (+12 addresses) in table if the player is on a 'cavern' level | ||
49625 | ADD A,C | Addresses offset will now be 18 or 30, e.g. for wall section at 38885 or 38909. | ||
49626 | CALL 57538 | Prep graphic address pointers at pointer table at 38851, including mirrored graphics of the sections | ||
49629 | CALL 57520 | Copy the data for these graphics from its buffer at 60227 into a room item data set at 31744 |
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