|  | Routines | 
| Prev: A202 | Up: Map | Next: A233 | 
| A212 | LD A,$01 | Set horizontal position of the first weapon icon in data buffer at A233 | ||
| A214 | LD ($A235),A | |||
| A217 | LD DE,$A04F | Point DE to the weapon inventory status. | ||
| A21A | LD HL,$8C0A | Point HL to the graphics data of weapon sprites | ||
| A21D | LD B,$05 | Set B to the number of weapons availables | ||
| 
Check if Rex got the weapon and draw the corresponent sprite
 | ||||
| A21F | PUSH BC | Save BC, DE and HL | ||
| A220 | PUSH DE | |||
| A221 | PUSH HL | |||
| A222 | LD ($A233),HL | Set address of the graphics data for the weapon in data buffer at A233 | ||
| A225 | LD A,(DE) | Set A to the status inventory of the corresponent weapon | ||
| A226 | OR A | Is the weapon in the inventory of Rex? | ||
| A227 | JP NZ,$A230 | Jump if so | ||
| A22A | LD HL,$8CAA | Set HL to the empty weapon graphics data | ||
| A22D | LD ($A233),HL | Set address of the graphics data for the empty weapon in data buffer at A233 | ||
| A230 | CALL $D8C0 | Draw the sprite of the weapon icon to display file | ||
| Prev: A202 | Up: Map | Next: A233 |