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37503: Draw Willy to the screen buffer at 24576
Used by the routine at 37434.
37503 LD A,(32872) Pick up Willy's y-coordinate from 32872
37506 LD IXh,131 Point IX at the entry in the screen buffer address lookup table at 33536 that corresponds to Willy's y-coordinate
37509 LD IXl,A
37511 LD A,(32874) Pick up Willy's direction and movement flags from 32874
37514 AND 1 Now E=0 if Willy is facing right, or 128 if he's facing left
37516 RRCA
37517 LD E,A
37518 LD A,(32873) Pick up Willy's animation frame (0-3) from 32873
37521 AND 3 Point DE at the sprite graphic data for Willy's current animation frame (see 33280)
37523 RRCA
37524 RRCA
37525 RRCA
37526 OR E
37527 LD E,A
37528 LD D,130
37530 LD B,16 There are 16 rows of pixels to copy
37532 LD A,(32876) Pick up Willy's screen x-coordinate (0-31) from 32876
37535 AND 31
37537 LD C,A Copy it to C
37538 LD A,(IX+0) Set HL to the address in the screen buffer at 24576 that corresponds to where we are going to draw the next pixel row of the sprite graphic
37541 LD H,(IX+1)
37544 OR C
37545 LD L,A
37546 LD A,(DE) Pick up a sprite graphic byte
37547 OR (HL) Merge it with the background
37548 LD (HL),A Save the resultant byte to the screen buffer
37549 INC HL Move HL along to the next cell to the right
37550 INC DE Point DE at the next sprite graphic byte
37551 LD A,(DE) Pick it up in A
37552 OR (HL) Merge it with the background
37553 LD (HL),A Save the resultant byte to the screen buffer
37554 INC IX Point IX at the next entry in the screen buffer address lookup table at 33536
37556 INC IX
37558 INC DE Point DE at the next sprite graphic byte
37559 DJNZ 37538 Jump back until all 16 rows of pixels have been drawn
37561 RET
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