![]() |
Routines |
| Prev: 961B | Up: Map | Next: 967F |
|
Used by the routines at GAME_OVER and SHOW_END_SCREEN.
Three labels and three numbers, stacked at the left of the cleared play area. The labels carry their own colour in their first byte and their own punctuation: the one for the clock ends with the font's colon glyph, so TIME's digits print either side of a colon that was drawn with the word.
It assumes the text font is already selected, which is why GAME_OVER repoints $5E01 before calling. Halfway through it switches to the digit-biased copy for the numbers.
The third line is a percent sign -- "$" in this font -- and the rooms-explored figure: the share of the castle seen.
|
||||
| DRAW_SUMMARY | 9641 | CALL COUNT_ROOMS_EXPLORED | Work out the proportion of the castle seen before printing it. | |
| 9644 | LD HL,$4040 | "TIME", with the colon. | ||
| 9647 | LD DE,END_LABELS | |||
| 964A | CALL PRINT_STRING | |||
| 964D | LD HL,$5040 | |||
| 9650 | LD DE,SCORE_LABEL | |||
| 9653 | CALL PRINT_STRING | |||
| 9656 | LD HL,$6040 | |||
| 9659 | LD DE,PERCENT_LABEL | |||
| 965C | CALL PRINT_STRING | |||
| 965F | LD HL,FONT_DIGITS | From here on the numbers, so bias the tile source to the digits. | ||
| 9662 | LD ($5E01),HL | |||
| 9665 | LD HL,$4080 | The clock, then the score. | ||
| 9668 | CALL PRINT_CLOCK | |||
| 966B | LD HL,$5080 | |||
| 966E | CALL DRAW_SCORE_AT | |||
| 9671 | LD HL,$6080 | And the rooms-explored figure. | ||
| 9674 | CALL PIXEL_TO_SCREEN | One byte, two digits. | ||
| 9677 | LD DE,$5E54 | |||
| 967A | LD B,$01 | |||
| 967C | JP DRAW_DIGITS | |||
| Prev: 961B | Up: Map | Next: 967F |