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Unused |
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Unused alternative routine to draw a 1-wide sprite and apply its attributes in a single pass.
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| Unused_Draw_1Wide | BEB2 | LD B,$08 | Set the row counter to 08 in B. | |
| Unused_Draw_1Wide_Row_Loop | BEB4 | LD A,(DE) | OR the sprite data byte from *DE onto the screen at *HL. | |
| BEB5 | OR (HL) | |||
| BEB6 | LD (HL),A | |||
| BEB7 | INC H | Move down one pixel row in the screen buffer. | ||
| BEB8 | LD A,H | Check if the pixel row has crossed a character boundary. | ||
| BEB9 | AND C | |||
| BEBA | CALL Z,$BD67 | Call BD67 to adjust the screen address if needed. | ||
| BEBD | INC DE | Advance the sprite data pointer. | ||
| BEBE | DJNZ $BEB4 | Decrease the row counter and loop back to Unused_Draw_1Wide_Row_Loop until all 08 rows are drawn. | ||
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Apply attributes for the 1-wide sprite.
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| BEC0 | POP HL | Restore the screen address from the stack. | ||
| BEC1 | LD E,(IX+$00) | Load the sprite X position from *IX+00 into E. | ||
| BEC4 | LD D,$00 | Set D to 00 (flag: one column wide). | ||
| BEC6 | CALL $BECA | Call Unused_Apply_Attributes to apply the sprite attributes. | ||
| BEC9 | RET | Return. | ||
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