.DrawInventoryIcon ; We draw the inventory icon image from sprites with ; sequential patterns, so first we configure the ; variables to pass to the DrawSpriteImage routine LDA #2 ; Set K = 2, to pass as the number of columns in the STA K ; image to DrawSpriteImage below STA K+1 ; Set K+1 = 2, to pass as the number of rows in the ; image to DrawSpriteImage below LDA #69 ; Set K+2 = 69, so we draw the inventory icon image STA K+2 ; using pattern 69 onwards LDA #8 ; Set K+3 = 8, so we build the image from sprite 8 STA K+3 ; onwards LDA #3 ; Set XC = 3 so we draw the image with the top-left STA XC ; corner in tile column 3 LDA #25 ; Set YC = 25 so we draw the image with the top-left STA YC ; corner on tile row 25 LDX #7 ; Set X = 7 so we draw the image seven pixels into the ; (XC, YC) character block along the x-axis LDY #7 ; Set Y = 7 so we draw the image seven pixels into the ; (XC, YC) character block along the y-axis JMP DrawSpriteImage_b6 ; Draw the inventory icon from sprites, using pattern ; #69 onwards, returning from the subroutine using a ; tail callName: DrawInventoryIcon [Show more] Type: Subroutine Category: Icon bar Summary: Draw the inventory icon on top of the second button in the icon barContext: See this subroutine in context in the source code References: This subroutine is called as follows: * BuyAndSellCargo calls DrawInventoryIcon * SetIconBarRow calls DrawInventoryIcon
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Subroutine DrawSpriteImage_b6 (category: Drawing sprites)
Call the DrawSpriteImage routine in ROM bank 6