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5FB7: Create Game Window
Used by the routines at StartLevel, GameInitialisation and GameOver_1UP_Messaging.
Clears the screen and draws the top line of the game window: the 1UP, HI and 2UP labels, the colours for the lives icons, and the three scores.
game-window
Blank the screen and write the banner.
CreateWindow 5FB7 CALL ResetAttributes Blank the attribute buffer using ResetAttributes.
5FBA CALL ResetScreen Blank the screen buffer using ResetScreen.
5FBD CALL PrintBanner Print the "1UP", "HI" and "2UP" labels using PrintBanner.
Set the attributes for the 1UP lives graphic.
5FC0 LD HL,$5808 Set the attribute buffer address of the 1UP lives.
5FC3 LD A,$47 Set the colour of the lives to INK:WHITE, PAPER:BLACK (BRIGHT).
5FC5 LD (HL),A Colour the 1UP lives digit.
5FC6 INC HL Move onto the next column.
5FC7 LD (HL),A Colour the 1UP lives icon.
Set the attributes for the 2UP lives graphic.
5FC8 LD HL,$5816 Set the attribute buffer address of the 2UP lives.
5FCB LD (HL),A Colour the 2UP lives digit.
5FCC INC HL Move onto the next column.
5FCD LD (HL),A Colour the 2UP lives icon.
Set the attributes for the score line (the whole line is INK:CYAN, PAPER:BLACK (BRIGHT)).
5FCE LD HL,$5820 Set the attribute buffer address of the score line.
5FD1 LD BC,$2045 Set the column counter to 20 (the width of the screen) and the colour of the score line to INK:CYAN, PAPER:BLACK (BRIGHT).
CreateWindow_Loop 5FD4 LD (HL),C Colour a cell of the score line.
5FD5 INC L Move onto the next column.
5FD6 DJNZ CreateWindow_Loop Decrease the column counter by one and loop back to CreateWindow_Loop until the whole score line has been coloured.
Write the 1UP, 2UP and HI scores.
5FD8 CALL Score_1UP Print the 1UP score using Score_1UP.
5FDB CALL Score_2UP Print the 2UP score using Score_2UP.
5FDE JP Score_HI Jump to Score_HI to print the high score.
View the equivalent code in;
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