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6A9B: Routine at 6A9B
6A9B PUSH IX Stash IX on the stack.
6A9D LD A,$FF Write FF to CurrentPlaceID.
6A9F LD ($5E39),A
6AA2 CALL DrawObjects Call DrawObjects.
6AA5 CALL HandlerObjects Call HandlerObjects.
6AA8 CALL $6D12 Call 6D12.
6AAB CALL $6557 Call 6557.
6AAE CALL $625C Call 625C.
6AB1 CALL $6588 Call 6588.
6AB4 CALL SoundsCupRefuel Call SoundsCupRefuel.
6AB7 POP IX Restore IX from the stack.
Draw and colourize the player sprite.
6AB9 CALL DrawPlayer Call DrawPlayer.
6ABC LD HL,$5993 HL=5993 (attribute buffer location).
6ABF LD BC,$0202 BC=0202 (height * width in bytes).
Merge the player sprite colour in with the current background colour.
6AC2 LD A,($5E44) A=Background_Attribute.
6AC5 OR %00000010 Set bit 1 (RED).
6AC7 LD D,A Store the result in D.
6AC8 CALL ColouriseSprite_1 Call ColouriseSprite_1.
Handles updating the dashboard values.
6ACB CALL HandlerTime Call HandlerTime.
6ACE CALL DisplayMiles Call DisplayMiles.
6AD1 LD A,($5E39) A=CurrentPlaceID.
6AD4 AND A Return if A is zero.
6AD5 RET Z
6AD6 INC A Increment A by one.
6AD7 RET NZ Return if A if anything other than zero (see 6A9D; FF + 01 = 00).
6AD8 LD ($5E39),A Write A to CurrentPlaceID.
6ADB LD HL,$B868 HL=B868.
6ADE LD DE,$6AE4 DE=Blank_Text_Attribute.
6AE1 JP PrintStringColour Call PrintStringColour.
Spacing "text" used for overwriting messaging.
Blank_Text_Attribute 6AE4 DEFM $76 Contains 0F spaces (76 is the attribute).
Blank_Text 6AE5 DEFM " "," "+$80
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