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Routines |
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Used by the routines at DrawEntity and DisplayEntity.
Gets the registers ready to draw the sprite of the entity that IX points at, at its current position.
It does what PrepDraw23 does for the old sprite, but it uses the position and the sprite of the entity, changes the operand of the jump at DrawNewEntityRow_0 (used by the code at DrawNewEntityRow) and stores the number of rows in New_Sprite_Row_Count and New_Sprite_Height. The number of character cells that the sprite covers in each row (one more than the width if the sprite is not aligned to a character boundary) is stored in New_Sprite_Width.
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| PrepDraw2 | 47465 | CALL FetchActorSprite | Fetch the address of the sprite data in DE. | |||||||||||||||
| 47468 | LD L,(IX+3) | Fetch the X position of the entity into L. | ||||||||||||||||
| 47471 | LD H,(IX+4) | Fetch the Y position of the entity into H. | ||||||||||||||||
| 47474 | LD A,L | A=L. | ||||||||||||||||
| 47475 | DEC A | Subtract one. | ||||||||||||||||
| 47476 | RLCA | Multiply by two (rotate left). | ||||||||||||||||
| 47477 | AND %00001110 | Keep only bits 1-3. | ||||||||||||||||
| 47479 | OR %11110000 | Set bits 4-7 to point at the pages 240 to 255. | ||||||||||||||||
| 47481 | LD B,A | Store the page of the shift table in B. | ||||||||||||||||
| 47482 | LD A,L | A=L. | ||||||||||||||||
| 47483 | AND %00000111 | Keep only the pixel offset (bits 0-2). | ||||||||||||||||
| 47485 | LD A,(DE) | Fetch the width of the sprite in bytes. | ||||||||||||||||
| 47486 | JR Z,PrepDraw2_StoreCells | Jump to PrepDraw2_StoreCells if the sprite starts on a character boundary. | ||||||||||||||||
| 47488 | INC A | Add one for the extra cell that the shifted sprite needs. | ||||||||||||||||
| PrepDraw2_StoreCells | 47489 | LD (38566),A | Write the number of cells in each row to New_Sprite_Width. | |||||||||||||||
| 47492 | LD A,(DE) | Fetch the width of the sprite in bytes. | ||||||||||||||||
| 47493 | INC DE | Move on to the height of the sprite. | ||||||||||||||||
| 47494 | NEG | Negate the width. | ||||||||||||||||
| 47496 | AND %00000111 | Keep only bits 0-2. | ||||||||||||||||
| 47498 | ADD A,A | Multiply by four. | ||||||||||||||||
| 47499 | ADD A,A | |||||||||||||||||
| 47500 | LD C,A | Store the result in C. | ||||||||||||||||
| 47501 | ADD A,A | Multiply by two. | ||||||||||||||||
| 47502 | ADD A,C | Add the result so that it is multiplied by twelve (the size of the code for one byte of the row). | ||||||||||||||||
| 47503 | LD C,A | Store the offset in C. | ||||||||||||||||
| 47504 | LD A,L | A=L. | ||||||||||||||||
| 47505 | AND %00000111 | Keep only the pixel offset (bits 0-2). | ||||||||||||||||
| 47507 | LD A,C | Fetch the offset. | ||||||||||||||||
| 47508 | JR NZ,PrepDraw2_SetJump | Jump to PrepDraw2_SetJump if the sprite does not start on a character boundary. | ||||||||||||||||
| 47510 | ADD A,6 | Add 6 to the offset to skip the first six bytes of the code for the first byte of the row, as no cell to the left is needed. | ||||||||||||||||
| PrepDraw2_SetJump | 47512 | LD (47762),A | Change the operand of the jump at DrawNewEntityRow_0. | |||||||||||||||
| 47515 | LD A,(DE) | Fetch the height of the sprite. | ||||||||||||||||
| 47516 | INC DE | Move on to the pixel data. | ||||||||||||||||
| 47517 | LD (38564),A | Write the number of rows of the new sprite to New_Sprite_Row_Count. | ||||||||||||||||
| 47520 | LD (38565),A | Write the height of the sprite to New_Sprite_Height. | ||||||||||||||||
| 47523 | CALL ScreenAddress | Convert the position into the screen address. | ||||||||||||||||
| 47526 | LD C,0 | C=0. | ||||||||||||||||
| 47528 | RET | Return. | ||||||||||||||||
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View the equivalent code in;
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