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Routines |
Prev: 27143 | Up: Map | Next: 27272 |
E | Message number |
H | Character number (183-209) |
27144 | LD L,11 | Store the message number in byte 11 of the character's buffer |
27146 | LD (HL),E | |
The address of this entry point is placed into bytes 9 and 10 of EINSTEIN's buffer by the routine at 61440:
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27147 | LD L,16 | Clear bytes 12-16 of the character's buffer, thus removing the addresses of any old (sub)(sub)messages |
27149 | LD B,5 | |
27151 | LD (HL),0 | |
27153 | DEC L | |
27154 | DJNZ 27151 | |
27156 | LD E,(HL) | E=message number |
27157 | LD D,254 | Pick up the address of the message and place it in bytes 11 and 12 of the character's buffer |
27159 | LD A,(DE) | |
27160 | LD (HL),A | |
27161 | INC D | |
27162 | LD A,(DE) | |
27163 | INC L | |
27164 | LD (HL),A | |
If somebody else is already speaking, this entry point is used while this character waits his turn to speak.
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27165 | LD A,(32760) | 32760 holds the LSB of the SRB address corresponding to the lip of the speech bubble (or 0 if there is no bubble on-screen) |
27168 | LD L,9 | Place address 27165 into bytes 9 and 10 of the character's buffer |
27170 | LD (HL),29 | |
27172 | AND A | Is anyone else speaking at the moment? |
27173 | RET NZ | Return if so |
27174 | LD (HL),46 | Place address 27182 into bytes 9 and 10 of the character's buffer |
27176 | CALL 26958 | Print the speech bubble if the character's head is on-screen |
27179 | RET NC | Return if the character's head is on-screen |
27180 | JR 27205 | Otherwise make this routine relinquish control of the character |
This entry point is used while the character is speaking.
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27182 | PUSH HL | |
27183 | CALL 26849 | Update SRB so that the speech bubble is not corrupted |
27186 | POP HL | |
27187 | JR NC,27202 | Jump if the speech bubble is no longer on-screen |
27189 | EXX | Point HL' at the end of the buffer which will contain the speech text graphic data |
27190 | LD HL,23359 | |
27193 | EXX | |
27194 | LD B,2 | We scroll the message two letters at a time |
27196 | CALL 26318 | Collect in A the next character code from the message |
27199 | AND A | Has the message finished? |
27200 | JR NZ,27208 | Jump if not |
The message has finished, or the speech bubble has been scrolled off the screen. Either way, the character has finished speaking.
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27202 | CALL 26910 | Update SRB to get rid of the speech bubble |
27205 | JP 25488 | Make this routine relinquish control of the character |
The character has not finished speaking.
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27208 | PUSH BC | |
27209 | CALL 27110 | Roll the font character bitmap into the message buffer |
27212 | POP BC | |
27213 | DJNZ 27196 | Jump back until two more letters have been rolled into the buffer |
27215 | LD L,29 | Reset the walk/run bit in byte 29 of the character's buffer to make sure he speaks slowly |
27217 | RES 7,(HL) | |
27219 | LD A,(32760) | Now A=LSB of address of SRB byte corresponding to the top line of the speech bubble |
27222 | SUB 8 | |
27224 | LD L,A | Set HL to the display file address of the start of the top pixel line of text |
27225 | RRCA | |
27226 | RRCA | |
27227 | AND 24 | |
27229 | ADD A,68 | |
27231 | LD H,A | |
27232 | LD A,L | |
27233 | ADD A,A | |
27234 | ADD A,A | |
27235 | ADD A,A | |
27236 | LD L,A | |
27237 | NOP | |
27238 | INC L | |
27239 | LD DE,23298 | The speech text graphic data is stored in the 64-byte buffer at 23296-23359 |
27242 | EX DE,HL | |
27243 | CALL 27255 | Print the top 4 pixel rows of the text inside the speech bubble |
27246 | ADD A,32 | Set DE to the display file address of the start of the 5th pixel row of text |
27248 | LD E,A | |
27249 | JR C,27256 | |
27251 | LD A,D | |
27252 | SUB 8 | |
27254 | LD D,A | |
27255 | LD A,E | Save the LSB of the base display file address |
27256 | LD B,4 | 4 pixel lines at a time |
27258 | PUSH BC | |
27259 | LD BC,6 | There are 6 character squares inside the speech bubble |
27262 | LDIR | Copy a row of 6 bytes to the screen |
27264 | INC L | Move HL to the start of the next row of pixel data in the message buffer |
27265 | INC L | |
27266 | LD E,A | Restore the LSB of the base display file address |
27267 | INC D | Next pixel row down |
27268 | POP BC | |
27269 | DJNZ 27258 | Jump back until all 4 pixel rows in this half have been copied to the screen |
27271 | RET |
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