.BR1 LDX #3 \ Set XC = 3 (set text cursor to column 3) STX XC JSR FX200 \ Disable the ESCAPE key and clear memory if the BREAK \ key is pressed (*FX 200,3) LDX #CYL \ Call TITLE to show a rotating Cobra Mk III (#CYL) and LDA #128 \ token 128 (" LOAD NEW COMMANDER (Y/N)?{crlf}{crlf}"), JSR TITLE \ returning with the internal number of the key pressed \ in A CMP #&44 \ Did we press "Y"? If not, jump to QU5, otherwise BNE QU5 \ continue on to load a new commander JSR GTNME \ We want to load a new commander, so we need to get \ the commander name to load JSR LOD \ We then call the LOD subroutine to load the commander \ file to address NA%+8, which is where we store the \ commander save file JSR TRNME \ Once loaded, we copy the commander name to NA% JSR TTX66 \ And we clear the top part of the screen and draw a \ border boxName: BR1 (Part 1 of 2) [Show more] Type: Subroutine Category: Start and end Summary: Show the "Load New Commander (Y/N)?" screen and start the gameContext: See this subroutine in context in the source code Variations: See code variations for this subroutine in the different versions References: This subroutine is called as follows: * S% (Part 1 of 2) calls BR1
BRKV is set to point to BR1 by the loading process.
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Configuration variable CYL = 6
Ship type for a Cobra Mk III (trader)
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Subroutine FX200 (category: Utility routines)
Set the behaviour of the ESCAPE and BREAK keys
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Subroutine GTNME (category: Save and load)
Fetch the name of a commander file to save or load
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Subroutine LOD (category: Save and load)
Load a commander file
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Subroutine QU5 (category: Start and end)
Reset the current commander data block to the last saved commander
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Subroutine TITLE (category: Start and end)
Display a title screen with a rotating ship and prompt
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Subroutine TRNME (category: Save and load)
Copy the last saved commander's name from INWK to NA%
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Subroutine TTX66 (category: Drawing the screen)
Clear the top part of the screen, draw a border box and configure the specified view