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37974: Draw a sprite
Used by the routines at 34499 (to draw the number key graphics on the code entry screen), 35211 (to draw the remaining lives), 35914 (to draw Willy, the foot and the barrel during the game over sequence), 37310 (to draw guardians in the current room) and 38196 (to draw Maria in Master Bedroom). If C=1 on entry, this routine returns with the zero flag reset if any of the set bits in the sprite being drawn collides with a set bit in the background.
Input
C Drawing mode: 0 (overwrite) or 1 (blend)
DE Address of sprite graphic data
HL Address to draw at
37974 LD B,16 There are 16 rows of pixels to draw
37976 BIT 0,C Set the zero flag if we're in overwrite mode
37978 LD A,(DE) Pick up a sprite graphic byte
37979 JR Z,37985 Jump if we're in overwrite mode
37981 AND (HL) Return with the zero flag reset if any of the set bits in the sprite graphic byte collide with a set bit in the background (e.g. in Willy's sprite)
37982 RET NZ
37983 LD A,(DE) Pick up the sprite graphic byte again
37984 OR (HL) Blend it with the background byte
37985 LD (HL),A Copy the graphic byte to its destination cell
37986 INC L Move HL along to the next cell on the right
37987 INC DE Point DE at the next sprite graphic byte
37988 BIT 0,C Set the zero flag if we're in overwrite mode
37990 LD A,(DE) Pick up a sprite graphic byte
37991 JR Z,37997 Jump if we're in overwrite mode
37993 AND (HL) Return with the zero flag reset if any of the set bits in the sprite graphic byte collide with a set bit in the background (e.g. in Willy's sprite)
37994 RET NZ
37995 LD A,(DE) Pick up the sprite graphic byte again
37996 OR (HL) Blend it with the background byte
37997 LD (HL),A Copy the graphic byte to its destination cell
37998 DEC L Move HL to the next pixel row down in the cell on the left
37999 INC H
38000 INC DE Point DE at the next sprite graphic byte
38001 LD A,H Have we drawn the bottom pixel row in this pair of cells yet?
38002 AND 7
38004 JR NZ,38022 Jump if not
38006 LD A,H Otherwise move HL to the top pixel row in the cell below
38007 SUB 8
38009 LD H,A
38010 LD A,L
38011 ADD A,32
38013 LD L,A
38014 AND 224 Was the last pair of cells at y-coordinate 7 or 15?
38016 JR NZ,38022 Jump if not
38018 LD A,H Otherwise adjust HL to account for the movement from the top or middle third of the screen to the next one down
38019 ADD A,8
38021 LD H,A
38022 DJNZ 37976 Jump back until all 16 rows of pixels have been drawn
38024 XOR A Set the zero flag (to indicate no collision)
38025 RET
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