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Routines |
| Prev: A3AA | Up: Map | Next: A3DB |
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Used by the routine at A34D.
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| A3BA | LD A,$01 | Set horizontal position of the first weapon icon in data buffer at A3DB | ||
| A3BC | LD ($A3DD),A | |||
| A3BF | LD DE,$A1E8 | Point DE to the weapon inventory status. | ||
| A3C2 | LD HL,$8AC0 | Point HL to the graphics data of weapon sprites | ||
| A3C5 | LD B,$05 | Set B to the number of weapons availables | ||
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Check if Rex got the weapon and draw the corresponent sprite
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| A3C7 | PUSH BC | Save BC, DE and HL | ||
| A3C8 | PUSH DE | |||
| A3C9 | PUSH HL | |||
| A3CA | LD ($A3DB),HL | Set address of the graphics data for the weapon in data buffer at A3DB | ||
| A3CD | LD A,(DE) | Set A to the status inventory of the corresponent weapon | ||
| A3CE | OR A | Is the weapon in the inventory of Rex? | ||
| A3CF | JP NZ,$A3D8 | Jump if so | ||
| A3D2 | LD HL,$8B60 | Set HL to the empty weapon graphics data | ||
| A3D5 | LD ($A3DB),HL | Set address of the graphics data for the empty weapon in data buffer at A3DB | ||
| A3D8 | CALL $D658 | Draw the sprite of the weapon icon to display file | ||
| Prev: A3AA | Up: Map | Next: A3DB |