Routines |
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InGame_UpdateCursorPosition | 91C2 | LD A,($91D8) | A=*InGame_HighlightedOption. | |||||
91C5 | LD HL,$5AB7 | Set the start attribute buffer location in HL. | ||||||
91C8 | LD DE,$000A | Set the width of each section in DE. | ||||||
91CB | INC A | Increment A by one for the loop below. | ||||||
Add 000A to the attribute buffer pointer for each digit of the position.
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UpdateCursorPosition_Loop | 91CC | ADD HL,DE | HL+=000A. | |||||
91CD | DEC A | Decrease A by one. | ||||||
91CE | JR NZ,UpdateCursorPosition_Loop | Jump to UpdateCursorPosition_Loop until A is zero. | ||||||
Now colour the cursor attribute. The position is now held in HL.
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91D0 | LD A,B | A=attribute value. | ||||||
This entry point is used by the routine at HandlerRaising.
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UpdateCursorAttribute | 91D1 | LD B,$0A | Set the width count in B. | |||||
UpdateCursorAttribute_Loop | 91D3 | LD (HL),A | Write the attribute value to *HL. | |||||
91D4 | INC HL | Increment HL by one. | ||||||
91D5 | DJNZ UpdateCursorAttribute_Loop | Decrease the width counter by one and loop back to UpdateCursorAttribute_Loop until the whole cursor position has been painted. | ||||||
91D7 | RET | Return. |
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