.ClearScanner LDX #0 ; Set up a counter in X to work our way through all the ; ship slots in FRIN .csca1 LDA FRIN,X ; Fetch the ship type in slot X BEQ csca3 ; If the slot contains 0 then it is empty and we have ; checked all the slots (as they are always shuffled ; down in the main loop to close up and gaps), so jump ; to csca3WS2 as we are done BMI csca2 ; If the slot contains a ship type with bit 7 set, then ; it contains the planet or the sun, so jump down to ; csca2 to skip this slot, as the planet and sun don't ; appear on the scanner JSR GINF ; Call GINF to get the address of the data block for ; ship slot X and store it in INF LDY #31 ; Clear bit 4 in the ship's byte #31, which hides it LDA (INF),Y ; from the scanner AND #%11101111 STA (INF),Y .csca2 INX ; Increment X to point to the next ship slot BNE csca1 ; Loop back up to process the next slot (this BNE is ; effectively a JMP as X will never be zero) .csca3 LDY #44 ; Set Y so we start hiding from sprite 44 / 4 = 11 LDX #27 ; Set X = 27 so we hide 27 sprites ; Fall through into HideSprites to hide 27 sprites ; from sprite 11 onwards (i.e. the scanner sprites from ; 11 to 37)Name: ClearScanner [Show more] Type: Subroutine Category: Dashboard Summary: Remove all ships from the scanner and hide the scanner spritesContext: See this subroutine in context in the source code References: This subroutine is called as follows: * RES2 calls ClearScanner * ShowScrollText calls ClearScanner * TT18 calls ClearScanner * TT66 calls ClearScanner
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Subroutine GINF (category: Universe)
Fetch the address of a ship's data block into INF
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Label csca1 is local to this routine
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Label csca2 is local to this routine
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Label csca3 is local to this routine