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B6C2: The Final
Used by the routine at Handler_SemiFinal.
TheFinal B6C2 LD HL,$B46F Copy 0010 bytes of data from *Table_Opponent_JammyJim to *Messaging_OpponentName_Wins.
B6C5 LD DE,$B179
B6C8 LD BC,$0010
B6CB LDIR
B6CD LD HL,$B46F Copy 0010 bytes of data from *Table_Opponent_JammyJim to *TheFinal_OpponentName.
B6D0 LD DE,$B707
B6D3 LD BC,$0010
B6D6 LDIR
B6D8 CALL Print_MatchCard Call Print_MatchCard.
B6DB CALL PrintString_Loop Call PrintString_Loop.
B6DE DEFB $10,$07 INK: WHITE.
B6E0 DEFB $11,$04 PAPER: GREEN.
B6E2 DEFB $12,$01 FLASH: ON.
B6E4 DEFB $16,$05,$0F PRINT AT: 05, 0F.
B6E7 DEFM "THE FINAL" the-final
B6F0 DEFB $16,$08,$0D PRINT AT: 08, 0D.
B6F3 DEFB $10,$00 INK: BLACK.
B6F5 DEFM "YOUR OPPONENT" your-opponent
B702 DEFB $16,$12,$0C PRINT AT: 12, 0C.
B705 DEFB $10,$07 INK: WHITE.
TheFinal_OpponentName B707 DEFM "0000000000000000" "0000000000000000".
B717 DEFB $FF Terminator.
The finals are always with Jammy Jim.
B718 LD HL,$B46F HL=Table_Opponent_JammyJim.
B71B LD DE,$0011 Move the pointer by 0011 bytes...
B71E ADD HL,DE
B71F LD C,(HL) Load the opponents portrait graphic pointer into BC.
B720 INC HL
B721 LD B,(HL)
B722 LD ($9AAB),BC Write BC to *CurrentOpponent_Portrait.
B726 INC HL Load the opponents pub scene graphic pointer into BC.
B727 LD C,(HL)
B728 INC HL
B729 LD B,(HL)
B72A LD ($9AAE),BC Write BC to *CurrentOpponent_PubScene.
Draw the opponent portrait to the screen.
B72E LD BC,($9AAB) BC=*CurrentOpponent_Portrait.
B732 LD DE,$0A10 Set the destination co-ordinates to: 0A/ 10.
B735 CALL Draw_OpponentPortrait Call Draw_OpponentPortrait.
B738 LD A,$01 Write 01 to *9AB4.
B73A LD ($9AB4),A
B73D INC A Increment A by one.
B73E CALL $CAEB Call CAEB.
B741 RET Return.
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