Routines |
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Used by the routine at Handler_ChangeCharacters.
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When a character switch is attempted but the character is not in the current room, this routine shows the current location of the chosen character.
For example:
Return if the messaging is already showing.
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Handler_DisplayCharacterLocation | BA6E | LD A,($BAB3) | Return if *MessagingCountdown is not zero. | ||||||
BA71 | OR A | ||||||||
BA72 | RET NZ | ||||||||
Set the appropriate UDG base address (Font).
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BA73 | LD HL,$DFDC | Write Font to *B7E9. | |||||||
BA76 | LD ($B7E9),HL | ||||||||
Fetch the current room for the active character.
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BA79 | LD A,(IY+$0F) | A=*IY+0F (current room). | |||||||
Find the room name from the room ID.
As the room names vary in length (and there's no lookup table), we call FindDataById, which counts through each terminator (FF) to find the related room label memory location.
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BA7C | LD HL,$7F1F | HL=Messaging_TownSquare. | |||||||
BA7F | CALL FindDataById | Call FindDataById. | |||||||
BA82 | PUSH HL | Stash the room name memory address (HL) on the stack. | |||||||
Fetch the length of the room name.
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BA83 | CALL CountBytesToTerminator | Call CountBytesToTerminator. | |||||||
BA86 | LD C,B | C=length of the room name. | |||||||
Fetch the character name.
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BA87 | LD H,$7C | H=7C. | |||||||
BA89 | LD L,(IY-$23) | L=*IY-23. | |||||||
BA8C | PUSH HL | Stash the character name memory address (HL) on the stack. | |||||||
Fetch the length of the character name.
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BA8D | CALL CountBytesToTerminator | Call CountBytesToTerminator. | |||||||
Hold the length of all the segments in C (07 is the length of " IS IN ").
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BA90 | LD A,$07 | C=07+B+C. | |||||||
BA92 | ADD A,B | ||||||||
BA93 | ADD A,C | ||||||||
BA94 | LD C,A | ||||||||
BA95 | LD A,$20 | A=20-C. | |||||||
BA97 | SUB C | ||||||||
BA98 | SRL A | Shift and rotate A left one bit. | |||||||
Set this to the screen co-ordinates held in DE.
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BA9A | LD E,A | E=A. | |||||||
BA9B | LD D,$04 | D=04. | |||||||
Retrieve the character name label memory location.
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BA9D | POP HL | Restore HL from the stack. | |||||||
BA9E | LD C,$4E | C=4E (INK: YELLOW, PAPER: BLUE (BRIGHT) ). | |||||||
BAA0 | CALL Controller_Tile | Call Controller_Tile. | |||||||
Prints " IS IN " to the screen.
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BAA3 | LD HL,$BA66 | HL=Messaging_IsIn. | |||||||
BAA6 | CALL Controller_Tile | Call Controller_Tile. | |||||||
Retrieve the room label memory location.
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BAA9 | POP HL | Restore HL from the stack. | |||||||
Print the room name to the screen.
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BAAA | CALL Controller_Tile | Call Controller_Tile. | |||||||
Kick off a countdown for showing the messaging for a brief period of time.
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BAAD | LD A,$1E | Write 1E to MessagingCountdown. | |||||||
BAAF | LD ($BAB3),A | ||||||||
BAB2 | RET | Return. |
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