.chpr22 ; If we get here then one of these is true: ; ; * The normal and highlight fonts are loaded ; fontStyle = 2 ; A = character number + 95 ; ; * The normal font is loaded ; fontStyle = 1 ; A = character number PHA ; Store A on the stack to we can retrieve it after the ; call to GetRowNameAddress JSR GetRowNameAddress ; Get the addresses in the nametable buffers for the ; start of character row YC, as follows: ; ; SC(1 0) = the address in nametable buffer 0 ; ; SC2(1 0) = the address in nametable buffer 1 PLA ; Retrieve the character number we stored on the stack ; above CMP #' ' ; If we are printing a space, jump to chpr25 BEQ chpr25 .chpr23 CLC ; Convert the ASCII number in A to the pattern number in ADC asciiToPattern ; the PPU of the corresponding character image, by ; adding asciiToPattern (which gets set when the view ; is set up) .chpr24 LDY XC ; Set Y to the column of the text cursor - 1 DEY STA (SC),Y ; Set the Y-th nametable entry in nametable buffer 0 ; for the Y-th character on row YC, to the pattern ; number for our character from the loaded font STA (SC2),Y ; Set the Y-th nametable entry in nametable buffer 1 ; for the Y-th character on row YC, to the pattern ; number for our character from the loaded font JMP chpr17 ; Jump to chpr17 to return from the subroutine, as we ; are done printing this character .chpr25 ; If we get here then we are printing a space LDY QQ11 ; If the view type in QQ11 is $9D (Long-range Chart with CPY #$9D ; the normal font loaded), jump to chpr26 to use pattern BEQ chpr26 ; 0 as the space character CPY #$DF ; If the view type in QQ11 is not $DF (Start screen with BNE chpr23 ; the normal font loaded), jump to chpr23 to convert ; the ASCII number in A to the pattern number .chpr26 LDA #0 ; This is either view $9D (Long-range Chart) or $DF ; (Start screen), and in both these views the normal ; font is loaded directly into the PPU at a different ; pattern number to the other views, so we set A = 0 to ; use as the space character, as that is always a blank ; tile BEQ chpr24 ; Jump up to chpr24 to draw the character (this BEQ is ; effectively a JMP as A is always zero)Name: CHPR (Part 5 of 6) [Show more] Type: Subroutine Category: Text Summary: Print the character using a font that has already been 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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Subroutine GetRowNameAddress (category: Drawing the screen)
Get the addresses in the nametable buffers for the start of a given character row
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Variable asciiToPattern in workspace ZP
The number to add to an ASCII code to get the pattern number in the PPU of the corresponding character image
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Label chpr17 in subroutine CHPR (Part 3 of 6)
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Label chpr23 is local to this routine
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Label chpr24 is local to this routine
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Label chpr25 is local to this routine
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Label chpr26 is local to this routine