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75BF: Routine at 75BF
Used by the routine at 75B7.
75BF LD BC,$0505 BC=0505.
75C2 XOR A A=00.
75C3 LD IXl,A Write A to the low byte of IX.
75C5 JR $75E0 Jump to 75E0.
This entry point is used by the routine at 7616.
75C7 LD HL,$611F HL=Graphics_Pheenix_03.
75CA LD B,$05 B=05.
75CC LD A,($667D) C=*667D.
75CF LD C,A
75D0 JR $75DE Jump to 75DE.
This entry point is used by the routine at 7616.
75D2 LD HL,$6185 HL=Graphics_Pheenix_05.
75D5 JR $75DA Jump to 75DA.
This entry point is used by the routine at 7616.
75D7 LD HL,$615B HL=615B.
This entry point is used by the routines at 75AD and 75B2.
75DA LD BC,($667D) BC=*667D.
75DE LD IXl,B Write B to the low byte of IX.
75E0 PUSH DE Stash DE, BC and DE on the stack.
75E1 PUSH BC
75E2 PUSH DE
75E3 LD B,$03 B=03.
75E5 PUSH BC Stash BC and DE on the stack.
75E6 PUSH DE
75E7 LD B,$08 Set a line counter in B (08 lines in a UDG).
75E9 LD A,(HL) Copy the UDG data to the screen buffer.
75EA LD (DE),A
75EB INC HL Move to the next UDG graphic data byte.
75EC INC D Move down one pixel line in the screen buffer.
75ED DJNZ $75E9 Decrease the line counter by one and loop back to 75E9 until all 08 lines of the UDG character have been drawn.
75EF POP DE Restore DE from the stack.
75F0 INC DE Increment DE by one.
75F1 POP BC Restore BC from the stack.
75F2 DJNZ $75E5 Decrease counter by one and loop back to 75E5 until counter is zero.
75F4 POP DE Restore DE and BC from the stack.
75F5 POP BC
75F6 PUSH HL Stash HL on the stack.
75F7 CALL ConvertScreenToAttributeBufferAddress Call ConvertScreenToAttributeBufferAddress.
75FA EX DE,HL Exchange the DE and HL registers.
75FB LD A,IXl A=the low byte of IX.
75FD LD (HL),A Write A to *HL.
75FE INC HL Increment HL by one.
75FF LD (HL),C Write C to *HL.
7600 INC HL Increment HL by one.
7601 LD (HL),B Write B to *HL.
7602 LD BC,$001F HL+=001F.
7605 ADD HL,BC
7606 LD (HL),$06 Write 06 to *HL.
7608 CALL ConvertAttributeToScreenBufferAddress Call ConvertAttributeToScreenBufferAddress.
760B POP DE Restore DE from the stack.
760C LD B,$08 Set a line counter in B (08 lines in a UDG).
760E LD A,(DE) Copy the UDG data to the screen buffer.
760F LD (HL),A
7610 INC H Move down one pixel line in the screen buffer.
7611 INC DE Move to the next UDG graphic data byte.
7612 DJNZ $760E Decrease the line counter by one and loop back to 760E until all 08 lines of the UDG character have been drawn.
7614 POP DE Restore DE from the stack.
7615 RET Return.
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