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Routines |
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Used when a new room is shown: the whole room is composed in screen_buffer first and then appears at once. The buffer runs the other way up from the display -- its first row is the bottom line of the screen -- because the game's pixel y counts up from the bottom; so the copy starts at the display's bottom-left byte, $57E0, and works up a line at a time.
Clearing as it copies leaves the buffer blank. That is safe because from here on only the areas render_dynamic_objects wipes and redraws are ever copied out of it, so what the rest of the buffer holds does not matter.
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| update_screen | D56F | LD HL,screen_buffer | from the start of the buffer to the bottom-left of the display; B = 32 bytes a row, C = 192 rows | |
| D572 | LD DE,$57E0 | |||
| D575 | LD BC,$20C0 | |||
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