.chpr9 INC XC ; Once we print the character, we want to move the text ; cursor to the right, so we do this by incrementing ; XC. Note that this doesn't have anything to do ; with the actual printing below, we're just updating ; the cursor so it's in the right position following ; the print ; Before printing, we need to work out whether the font ; we need is already loaded into the pattern buffers, ; which will depend on the view type LDA QQ11 ; If bits 4 and 5 of the view type are clear, then no AND #%00110000 ; fonts are loaded, so jump to chpr11 to print the BEQ chpr11 ; character by copying the relevant font pattern into ; the pattern buffers ; If we get here then we know that at least one of bits ; 4 and 5 is set in QQ11, which means the normal font is ; loaded LDY fontStyle ; If fontStyle = 1, then we want to print text using the CPY #1 ; normal font, so jump to chpr10 to use the normal font BEQ chpr10 ; in the pattern buffers, as we know the normal font is ; loaded ; If we get here we know that fontStyle is 2 or 3 AND #%00100000 ; If bit 5 of the view type in QQ11 is clear, then the BEQ chpr11 ; highlight font is not loaded, so jump to chpr11 to ; print the character by copying the relevant font ; pattern into the pattern buffers ; If we get here then bit 5 of the view type in QQ11 ; is set, so we know that both the normal and highlight ; fonts are loaded ; ; We also know that fontStyle = 2 or 3 CPY #2 ; If fontStyle = 3, then we want to print the character BNE chpr11 ; in green text on a black background (so we can't use ; the normal font as that's in colour 1 on black and we ; need to print in colour 3 on black), so jump to chpr11 ; to print the character by copying the relevant font ; pattern into the pattern buffers ; If we get here then fontStyle = 2, so we want to print ; text using the highlight font and we know it is ; loaded, so we can go ahead and use the loaded font for ; our character LDA K3 ; Set A to the character to be printed CLC ; Set A = A + 95 ADC #95 ; ; The highlight font is loaded into pattern 161, which ; is 95 more than the normal font at pattern 66, so this ; points A to the correct character number in the ; highlight font JMP chpr22 ; Jump to chpr22 to print the character using a font ; that has already been loaded .chpr10 ; If we get here then fontStyle = 1 and the highlight ; font is loaded, so we can use that for our character LDA K3 ; Set A to the character to be printed JMP chpr22 ; Jump to chpr22 to print the character using a font ; that has already been loadedName: CHPR (Part 2 of 6) [Show more] Type: Subroutine Category: Text Summary: Jump to the right part of the routine depending on whether the font pattern we need is already loaded Deep dive: Fonts in NES EliteContext: See this subroutine in context in the source code References: No direct references to this subroutine in this source file
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Label chpr10 is local to this routine
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Label chpr11 in subroutine CHPR (Part 3 of 6)
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Label chpr22 in subroutine CHPR (Part 5 of 6)