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Status: DrawGlasses

[NES version, Bank 6]

Name: DrawGlasses [Show more] Type: Subroutine Category: Status Summary: Draw a pair of dark glasses on the commander image
Context: See this subroutine in context in the source code References: This subroutine is called as follows: * DrawCmdrImage calls DrawGlasses
.DrawGlasses LDA #104 ; Set the pattern number for sprite 8 to 104, which is STA pattSprite8 ; the left part of the dark glasses LDA #%00000000 ; Set the attributes for sprite 8 as follows: STA attrSprite8 ; ; * Bits 0-1 = sprite palette 0 ; * Bit 5 clear = show in front of background ; * Bit 6 clear = do not flip horizontally ; * Bit 7 clear = do not flip vertically LDA #203 ; Set the x-coordinate for sprite 8 to 203 STA xSprite8 LDA languageNumber ; If bit 2 of languageNumber is clear then the chosen AND #%00000100 ; language is not French, so jump to glas1 with A = 0 BEQ glas1 LDA #16 ; The chosen language is French, so the commander image ; is 16 pixels lower down the screen, so set A = 16 to ; add to the y-coordinate of the glasses .glas1 CLC ; Set the y-coordinate for sprite 8 to 90, plus the ADC #90+YPAL ; margin we just set in A STA ySprite8 LDA #105 ; Set the pattern number for sprite 9 to 105, which is STA pattSprite9 ; the middle part of the dark glasses LDA #%00000000 ; Set the attributes for sprite 9 as follows: STA attrSprite9 ; ; * Bits 0-1 = sprite palette 0 ; * Bit 5 clear = show in front of background ; * Bit 6 clear = do not flip horizontally ; * Bit 7 clear = do not flip vertically LDA #211 ; Set the x-coordinate for sprite 9 to 211 STA xSprite9 LDA languageNumber ; If bit 2 of languageNumber is clear then the chosen AND #%00000100 ; language is not French, so jump to glas2 with A = 0 BEQ glas2 LDA #16 ; The chosen language is French, so the commander image ; is 16 pixels lower down the screen, so set A = 16 to ; add to the y-coordinate of the glasses .glas2 CLC ; Set the y-coordinate for sprite 9 to 90, plus the ADC #90+YPAL ; margin we just set in A STA ySprite9 LDA #106 ; Set the pattern number for sprite 10 to 106, which is STA pattSprite10 ; the right part of the dark glasses LDA #%00000000 ; Set the attributes for sprite 10 as follows: STA attrSprite10 ; ; * Bits 0-1 = sprite palette 0 ; * Bit 5 clear = show in front of background ; * Bit 6 clear = do not flip horizontally ; * Bit 7 clear = do not flip vertically LDA #219 ; Set the x-coordinate for sprite 10 to 219 STA xSprite10 LDA languageNumber ; If bit 2 of languageNumber is clear then the chosen AND #%00000100 ; language is not French, so jump to glas3 with A = 0 BEQ glas3 LDA #16 ; The chosen language is French, so the commander image ; is 16 pixels lower down the screen, so set A = 16 to ; add to the y-coordinate of the glasses .glas3 CLC ; Set the y-coordinate for sprite 10 to 90, plus the ADC #90+YPAL ; margin we just set in A STA ySprite10 RTS ; Return from the subroutine