.PrintMessage PHA ; Store A on the stack so we can restore it after the ; following STY DLY ; Set the message delay in DLY to Y LDA #%11000000 ; Set the DTW4 flag to %11000000 (justify text, buffer STA DTW4 ; entire token including carriage returns) LDA #0 ; Set DTW5 = 0, to reset the size of the message in the STA DTW5 ; text buffer at BUF PLA ; Restore A from the stack JSR ex_b2 ; Print the recursive token in A JMP StoreMessage ; Jump to StoreMessage to copy the message from the ; justified text buffer in BUF into the message buffer ; at messageBuffer, returning from the subroutine using ; a tail callName: PrintMessage [Show more] Type: Subroutine Category: Text Summary: Print a message in the middle of the screen (used for "GAME OVER" and demo missile messages only)Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DEATH calls PrintMessage * FRMIS calls PrintMessage
Arguments: A The text token to be printed Y The length of time to leave the message on-screen
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Subroutine StoreMessage (category: Text)
Copy a message from the justified text buffer at BUF into the message buffer
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Subroutine ex_b2 (category: Text)
Call the ex routine in ROM bank 2