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AF01: Initialise Room Display
Print the score and a short attr-file label stream via Print_Menu_Strings, then the held-countdown stream.
Initialise_Room_Display AF01 LD HL,($72DD) Load HL with the score (Score).
AF04 LD IX,$AF17 Point IX at room-display data (AF17).
AF08 CALL Print_ScoreDigits Call Print_ScoreDigits to print Score Digits.
AF0B LD HL,$3C00 Point HL at CHARSET-0100.
AF0E LD ($72F9),HL Write the pointer in HL to the temporary screen pointer (Pointer_CurrentCharacterSet).
AF11 CALL Print_Menu_Strings Call Print_Menu_Strings to print Menu Strings.
AF14 EXX Swap the main register pairs with their alternates.
AF15 LD E,D Copy D into E (build a pointer/offset).
AF16 LD B,A Keep A in B for later.
AF17 JR NZ,$AF39 If the result was non-zero, jump to AF39.
AF19 JR NZ,Initialise_New_Game_SetTickCounter If the result was non-zero, jump to Initialise_New_Game_SetTickCounter.
AF1B JR NC,$AF4D If no borrow/miss was signaled, jump to AF4D.
AF1D LD E,L Copy L into E (build a pointer/offset).
This entry point is used by the routine at Update_Berk_State.
Print the held-entity countdown digits and its trailing menu-string stream.
Initialise_Room_Display_HeldEntity AF1E LD HL,($72DB) Load HL with the pointer to the entity Berk is holding (Pointer_BerkHeldEntity).
AF21 LD IX,$AF34 Point IX at room-display data (AF34).
AF25 CALL Print_ScoreDigits Call Print_ScoreDigits to print Score Digits.
AF28 LD HL,$3C00 Point HL at CHARSET-0100.
AF2B LD ($72F9),HL Write the pointer in HL to the temporary screen pointer (Pointer_CurrentCharacterSet).
AF2E CALL Print_Menu_Strings Call Print_Menu_Strings to print Menu Strings.
AF31 CP C Compare A with C (menu-string scan marker).
AF32 LD E,D Copy D into E (build a pointer/offset).
AF33 LD B,(HL) Load B from the byte at HL.
AF34 JR NZ,Initialise_New_Game_SetGlyphPointer If the result was non-zero, jump to Initialise_New_Game_SetGlyphPointer.
AF36 JR NZ,Initialise_New_Game_SuperBerkRoomByte If the result was non-zero, jump to Initialise_New_Game_SuperBerkRoomByte.
AF38 JR NC,Initialise_New_Game_Branch If no borrow/miss was signaled, jump to Initialise_New_Game_Branch.
AF3A LD E,L Copy L into E (build a pointer/offset).
AF3B RET Return.
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