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7EB1: Print the lesson and ring the bell
Used by the routine at F74D. Prints the lesson or 'DEMO.MODE' in the lesson box, and makes the bell sound effect.
7EB1 LD HL,$7FDE 7FDE holds the current game mode
7EB4 LD A,(HL) A=0xFF if we're in demo mode, 0x00 otherwise
7EB5 INC A Set the zero flag if we're in demo mode
7EB6 LD A,$3F Message 0x3F: DEMO.MODE
7EB8 JR Z,$7EDE Jump if we're in demo mode
A real game is in progress. First, figure out what to print in the bottom row of the lesson box (the room name, 'LIBRARY', 'PLAYTIME', 'ASSEMBLY' or 'DINNER').
7EBA LD L,$E0 HL=7FE0 (lesson descriptor)
7EBC LD A,(HL) Pick this up in A
7EBD AND $0F Keep only the room identifier bits
7EBF LD E,$20 0x20 is the ASCII code for SPACE
7EC1 ADD A,$7E D=message number for the text to go on the bottom row of the lesson box
7EC3 LD D,A
7EC4 CP $83 Is it PLAYTIME (0x80), ASSEMBLY (0x81) or DINNER (0x82)?
7EC6 JR C,$7ED6 Jump if so
7EC8 LD E,$87 Message 0x87: REVISION
7ECA JR Z,$7ED6 Jump if it's REVISION LIBRARY (D=0x83: LIBRARY)
Next, figure out what to print (if anything) in the top row of the lesson box (the teacher's name, or 'REVISION').
7ECC LD A,(HL) A=lesson descriptor
7ECD AND $F0 Keep only the teacher-identifying bits and push them into bits 0-3
7ECF RLCA
7ED0 RLCA
7ED1 RLCA
7ED2 RLCA
7ED3 ADD A,$14 E=0x16, 0x17 or 0x18 (teacher's name)
7ED5 LD E,A
Now we can construct message 0x10 (teacher/room) ready for printing.
7ED6 LD L,$88 Place the teacher message number (or ASCII code for SPACE) in 7F88
7ED8 LD (HL),E
7ED9 LD L,$8A Place the room message number in 7F8A
7EDB LD (HL),D
7EDC LD A,$10 Message 0x10: teacher/room
This entry point is used by the routine at 5D63.
7EDE LD DE,$5AB0 DE=base display file address for the lesson box
7EE1 LD C,$57 INK 7: PAPER 2: BRIGHT 1
7EE3 CALL $6B46 Print the lesson
7EE6 LD BC,$8010 Set the parameters for the bell sound effect
7EE9 LD D,C
7EEA LD A,$01
7EEC JP $748C Ring the bell
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