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Data |
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Eight entries of four bytes for PRINT_BORDER, as in PANEL_DATA: graphic, flags (bit 6 mirrored, bit 7 upside down), x, y. The screen is 256 by 192; the corner is 32 pixels square.
Then, from the 33rd byte, code that nothing calls or jumps to (the loaded block searched for its address): Knight Lore's colour_panel, which coloured the frame of that game's sun and moon window, byte for byte the same but for the address of the fill routine, here FILL_BOX. It blacks out columns 22 and 29 of rows 21 to 23 and makes columns 23 to 28 of rows 20 to 23 bright red. Alien 8 has no such window; its panel is coloured by COLOUR_PANEL. The code runs on across COLOUR_PANEL_RED and COLOUR_PANEL_TAIL, entries of their own only because the disassembler took those bytes for text and data.
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| BORDER_DATA | CBC3 | DEFB $04,$00,$00,$A0 | Graphic 4, the corner, at (0, 160); mirrored at (224, 160) | |
| CBC7 | DEFB $04,$40,$E0,$A0 | |||
| CBCB | DEFB $04,$C0,$E0,$00 | Graphic 4 mirrored and upside down at (224, 0); upside down at (0, 0) | ||
| CBCF | DEFB $04,$80,$00,$00 | |||
| CBD3 | DEFB $06,$00,$20,$A8 | Graphic 6 at (32, 168), the top edge's first; upside down at (32, 0), the bottom's | ||
| CBD7 | DEFB $06,$80,$20,$00 | |||
| CBDB | DEFB $05,$00,$00,$20 | Graphic 5 at (0, 32), the left edge's first; mirrored at (232, 32), the right's | ||
| CBDF | DEFB $05,$40,$E8,$20 | |||
| CBE3 | XOR A | Unreached: black, one byte wide and three rows deep, at column 22 of row 21 and at column 29 (FILL_BOX fills B bytes by C rows with A) | ||
| CBE4 | LD HL,$5AB6 | |||
| CBE7 | LD BC,$0103 | |||
| CBEA | CALL FILL_BOX | |||
| CBED | LD HL,$5ABD | |||
| CBF0 | LD BC,$0103 | |||
| CBF3 | CALL FILL_BOX | |||
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