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25228: Initialise game screen attributes
Set screen attributes to cyan on black, expect for the spaceship row (magenta) and the player's ship row (white).
Used by the routine at start.
init_attributes 25228 LD A,(_SCREEN_ATT_CYAN_ON_BLACK) Pick up screen default attributes
This entry point is used by the routine at game_over.
25231 AND 56 Mask out ink bits, leaving border same as screen paper
25233 LD (_PORT254_SHADOW),A Copy into port 254 shadow
25236 LD A,(_SCREEN_ATT_CYAN_ON_BLACK) Pick up screen default attributes again
This entry point is used by the routine at game_over.
25239 LD BC,3 Writing 256*3 attributes.
25242 LD HL,22528 Start of attributes, top left corner
init_attributes_0 25245 LD (HL),A Set to A
25246 INC HL Next
This entry point is used by the routine at game_over.
25247 DJNZ init_attributes_0 Back for next byte
25249 DEC C
This entry point is used by the routine at game_over.
25250 JR NZ,init_attributes_0 Back for next third
Whole screen attributes have been set, there's a little beep here
25252 CALL sound_burbler Sound burbler
25255 DEFB 100,100,0 Tiny beep before player ship appears
Sound burbler return point
25258 LD BC,256 Row 1, col 0, spaceship row
25261 LD A,(SCREEN_ATT_MAGENTA_ON_BLACK) Spaceship colour (magenta) from here
25264 LD E,A
25265 LD D,32 Set the full row (32 cells) to that colour
25267 CALL set_attributes_xy_n
25270 LD BC,5888 Row 23, col 0, player row
25273 LD A,(SCREEN_ATT_WHITE_ON_BLACK) Player colour (white) from here
25276 LD E,A
25277 LD D,32 Set the full row (32 cells) to that colour, then return
25279 JP set_attributes_xy_n
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