Routines |
Prev: E058 | Up: Map | Next: E0A9 |
Used by the routines at InitialiseGame and PrintStatusBar.
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PrintStatusBarIcons | E064 | LD HL,$F15B | Write F15B (Graphics_Spark) to *CHARS. | |
E067 | LD ($5C36),HL | |||
Set up the screen buffer position.
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E06A | LD C,$21 | Set up the screen buffer location 01/21 using CL_SET. | ||
E06C | LD B,$01 | |||
E06E | CALL $0DD9 | |||
Skip showing any lives if the player is using their last life.
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E071 | LD A,($5BF1) | Jump to PrintKeyIcon if *PlayerLives is equal to 00. | ||
E074 | CP $00 | |||
E076 | JR Z,PrintKeyIcon | |||
Display a life icon for each life the player has.
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E078 | LD B,A | B=PlayerLives (number of lives counter). | ||
PrintLifeIcon_Loop | E079 | LD A,$21 | A=Player life icon (21). | |
E07B | CALL PrintColourCharacter | Call PrintColourCharacter. | ||
E07E | DJNZ PrintLifeIcon_Loop | Decrease lives counter by one and loop back to PrintLifeIcon_Loop until all lives have been printed. | ||
Put a space between the lives and the key icon.
Restore the default ZX Spectrum font.
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PrintKeyIcon | E080 | LD HL,$3C00 | Write 3C00 (CHARSET-0100) to *CHARS. | |
E083 | LD ($5C36),HL | |||
E086 | LD A,$20 | A=ASCII "space" (20). | ||
E088 | CALL PrintColourCharacter | Call PrintColourCharacter. | ||
Set up the screen buffer position.
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E08B | LD C,$1D | Set up the screen buffer location 01/1D using CL_SET. | ||
E08D | LD B,$01 | |||
E08F | CALL $0DD9 | |||
E092 | LD HL,$F15B | Write F15B (Graphics_Spark) to *CHARS. | ||
E095 | LD ($5C36),HL | |||
Display the key icon.
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E098 | LD A,$22 | A=Key icon left (22). | ||
E09A | CALL PrintColourCharacter | Call PrintColourCharacter. | ||
E09D | LD A,$23 | A=Key icon right (23). | ||
E09F | CALL PrintColourCharacter | Call PrintColourCharacter. | ||
Restore the default ZX Spectrum font.
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E0A2 | LD HL,$3C00 | Write 3C00 (CHARSET-0100) to *CHARS. | ||
E0A5 | LD ($5C36),HL | |||
E0A8 | RET | Return. |
Prev: E058 | Up: Map | Next: E0A9 |