Routines |
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Set up vertical tunnel sections. Like with 'standard' rooms, the first entry in the room data sets at 7C00 is the generic position/viewport/co-ordinates for the tunnel as a whole, before dealing with the individual on-screen items.
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C5E7 | LD A,$0F | |||
C5E9 | LD ($EB43),A | Graphic type = 15 - this is the value for the generic tunnel screen position/viewport | ||
C5EC | LD A,$00 | |||
C5EE | LD ($EB47),A | Set horizontal room position to 0 (overflow/fraction byte) | ||
C5F1 | LD ($EB49),A | Set vertical room position to 0 (overflow/fraction byte) | ||
C5F4 | LD ($EB4C),A | Set horizontal movement speed to 0 | ||
C5F7 | LD ($EB4D),A | Set vertical movement speed to 0 | ||
C5FA | LD A,$FF | |||
C5FC | LD ($EB4B),A | Byte indicating general tunnel element | ||
C5FF | LD A,$1C | Horizontal position, in half-character/4-pixel steps Tunnel starting position is at the top of the screen, in the middle (14 character spaces). |
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C601 | LD ($EB48),A | |||
C604 | LD A,$00 | Vertical position, in pixels, from the top of the playing area. | ||
C606 | LD ($EB4A),A | |||
C609 | LD A,$01 | Animation frame number offset (= no offset) | ||
C60B | LD ($EB50),A | |||
C60E | LD A,$7C | Offset for graphics address table at 97C3, starting at 'dummy' graphic (98B9/AD9C) as nothing actually needs drawing | ||
C610 | CALL $E0C2 | Set up 'dummy' graphic - used for tunnel 'entity' | ||
C613 | LD A,%00000101 | Set bits 0 (1) = item visible and 2 (4) = item will need erasing (item default setting) | ||
C615 | LD ($EB4E),A | Store as item properties byte |
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