Routines |
Prev: D858 | Up: Map | Next: D8A3 |
Used by the routine at 9F5F.
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D871 | LD A,(HL) | Return if weapon has been collected previously | ||
D872 | OR A | |||
D873 | RET NZ | |||
D874 | LD (HL),$FF | Set weapon collected in text definition buffer | ||
D876 | INC HL | Set HL the number of lines to draw on windows | ||
D877 | LD A,(HL) | |||
D878 | INC HL | Point HL to text definition data | ||
D879 | PUSH IX | Save IX, IY and BC | ||
D87B | PUSH IY | |||
D87D | PUSH BC | |||
D87E | CALL $D5D7 | Reset channel volumes | ||
D881 | PUSH HL | Copy HL into IX | ||
D882 | POP IX | |||
D884 | CALL $D8A3 | Copy screen display file into room graphic data buffer | ||
D887 | LD B,A | Set B the number of lines to draw | ||
D888 | CALL $A13E | Draw windows with weapon text | ||
D88B | LD BC,$2710 | Set BC = 10.000 | ||
D88E | CALL $C8DB | Wait some time ~0.5s (128 t-states 10.000 times) | ||
D891 | CALL $97C3 | Reset sound buffer, volume channels and check for FIRE key | ||
D894 | CALL $A28A | Copy room graphic buffer to display file | ||
D897 | CALL $C8BF | Copy room color attribute buffer to attribute file | ||
D89A | CALL $D5AE | Reset sound data buffer | ||
D89D | POP BC | Restore BC, IY and #rEGix | ||
D89E | POP IY | |||
D8A0 | POP IX | |||
D8A2 | RET |
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