.PAUSE JSR PAS1 ; Call PAS1 to display the rotating ship at space ; coordinates (0, 112, 256) and scan the keyboard, ; returning the internal key number in X (or 0 for no ; key press) BNE PAUSE ; If a key was already being held down when we entered ; this routine, keep looping back up to PAUSE, until ; the key is released .PAL1 JSR PAS1 ; Call PAS1 to display the rotating ship at space ; coordinates (0, 112, 256) and scan the keyboard, ; returning the internal key number in X (or 0 for no ; key press) BEQ PAL1 ; Keep looping up to PAL1 until a key is pressed LDA #0 ; Set the ship's AI flag to 0 (no AI) so it doesn't get STA INWK+31 ; any ideas of its own LDA #1 ; Clear the top part of the screen, draw a border box, JSR TT66 ; and set the current view type in QQ11 to 1 JSR LL9 ; Draw the ship on screen to redisplay it ; Fall through into MT23 to move to row 10, switch to ; white text, and switch to lower case when printing ; extended tokensName: PAUSE [Show more] Type: Subroutine Category: Missions Summary: Display a rotating ship, waiting until a key is pressed, then remove the ship from the screenContext: See this subroutine in context in the source code References: This subroutine is called as follows: * JMTB calls PAUSE
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Subroutine LL9 (Part 1 of 12) (category: Drawing ships)
Draw ship: Check if ship is exploding, check if ship is in front
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Label PAL1 is local to this routine
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Subroutine PAS1 (category: Missions)
Display a rotating ship at space coordinates (0, conhieght, 256) and scan the keyboard
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Subroutine PAUSE (category: Missions)
Display a rotating ship, waiting until a key is pressed, then remove the ship from the screen
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Subroutine TT66 (category: Drawing the screen)
Clear the screen and set the current view type