.ShowIconBuffer LDA #HI(iconBuffer) \ Set fromAddr(1 0) = iconBuffer(1 0) STA fromAddr+1 \ LDA #LO(iconBuffer) \ So the call to ShowBufferRow copies from the icon STA fromAddr \ screen buffer, which contains the redrawn icon and \ scanner row LDA iconRowAddr+1 \ Set toAddr(1 0) = iconRowAddr(1 0) STA toAddr+1 \ LDA iconRowAddr \ So the call to ShowBufferRow copies from the icon STA toAddr \ screen buffer into the screen memory for the icon and \ scanner row at the top of the screen JMP ShowBufferRow \ Jump to ShowBufferRow to copy the contents of the \ icon screen buffer into screen memoryName: ShowIconBuffer [Show more] Type: Subroutine Category: Screen buffer Summary: Display the redrawn icon and scanner row by copying the contents of the icon screen buffer into screen memoryContext: See this subroutine in context in the source code References: This subroutine is called as follows: * ClearIconsScanner calls ShowIconBuffer * IRQHandler calls ShowIconBuffer * UpdateIconsScanner calls ShowIconBuffer
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Subroutine ShowBufferRow (category: Screen buffer)
Update the player's scrolling landscape view by copying an 8-pixel high character row from the screen buffer into screen memory
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Variable iconBuffer (category: Graphics)
The icon screen buffer, which is used to buffer the energy icon and scanner row before writing to screen memory
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Variable iconRowAddr in workspace Main variable workspace
The screen address of the icon and scanner row along the top of the screen