![]() |
Routines |
Prev: 26378 | Up: Map |
Used by the routines at 26513 and 26639. Updates the screen refresh buffer (SRB) so that the character squares at (E,D) and (E+1,D) are marked dirty. Two character squares in a row are marked dirty to ensure that blackboard contents are properly displayed (characters written on a blackboard may cross character square boundaries).
|
|||||||||||
26380 | LD A,(32767) | A=leftmost column of the play area on screen | |||||||||
26383 | SUB 2 | ||||||||||
26385 | JR C,26389 | Jump if the far left wall of the boys' skool is on-screen | |||||||||
26387 | CP E | Is the leftmost point requiring refresh off-screen to the left by at least two character squares? | |||||||||
26388 | RET NC | Return if so (nothing to do) | |||||||||
26389 | ADD A,33 | A=column of the play area at the far right of the screen | |||||||||
26391 | CP E | Is the leftmost point requiring refresh off-screen to the right? | |||||||||
26392 | RET C | Return if so (nothing to do) | |||||||||
26393 | PUSH DE | Save the coordinates for now | |||||||||
26394 | SUB 32 | A=screen x-coordinate corresponding to the play area x-coordinate in E (-1, 0-31) | |||||||||
26396 | CPL | ||||||||||
26397 | ADD A,E | ||||||||||
26398 | BIT 7,A | Is the leftmost point requiring refresh on-screen? | |||||||||
26400 | JR Z,26403 | Jump if so | |||||||||
26402 | INC A | A=0 | |||||||||
26403 | RLCA | A=8x (x=column of the screen containing the first character square to be refreshed) | |||||||||
26404 | RLCA | ||||||||||
26405 | RLCA | ||||||||||
26406 | LD E,A | Store this in E temporarily | |||||||||
26407 | AND 56 | Set the instruction at 26428 below to SET n,(HL) where n is the appropriate bit in the SRB byte | |||||||||
26409 | CPL | ||||||||||
26410 | DEC A | ||||||||||
26411 | LD (26429),A | ||||||||||
26414 | PUSH AF | ||||||||||
26415 | LD A,E | A=8x again | |||||||||
26416 | RLCA | Point HL at the appropriate byte of the SRB | |||||||||
26417 | RLCA | ||||||||||
26418 | AND 3 | ||||||||||
26420 | ADD A,D | ||||||||||
26421 | ADD A,D | ||||||||||
26422 | ADD A,D | ||||||||||
26423 | ADD A,D | ||||||||||
26424 | LD E,A | ||||||||||
26425 | LD D,127 | ||||||||||
26427 | EX DE,HL | ||||||||||
26428 | SET 0,(HL) | Set the appropriate bit in the SRB byte for the leftmost character square that needs refreshing; this instruction is modified earlier in this routine to set the required bit | |||||||||
26430 | POP AF | ||||||||||
26431 | ADD A,56 | ||||||||||
26433 | JR C,26443 | Jump unless we've just set bit 0 of an SRB byte | |||||||||
26435 | INC L | Next SRB byte | |||||||||
26436 | LD A,L | Does this SRB byte correspond to the first byte of the next row of the screen? | |||||||||
26437 | AND 3 | ||||||||||
26439 | JR Z,26450 | If so, skip it | |||||||||
26441 | LD A,254 | Otherwise set bit 7 in this SRB byte | |||||||||
26443 | OR 192 | ||||||||||
26445 | LD (26449),A | Set the instruction at 26448 below to SET m,(HL) where m is the appropriate bit in the SRB byte | |||||||||
26448 | SET 0,(HL) | Set the appropriate bit in the SRB byte for the rightmost character square that needs refreshing; this instruction is modified immediately before execution to set the required bit | |||||||||
26450 | EX DE,HL | Restore the original contents of HL | |||||||||
26451 | POP DE | Restore the play area coordinates to DE | |||||||||
26452 | RET |
Prev: 26378 | Up: Map |