Prev: E4CE Up: Map Next: E54D
E4F4: Redraw inventory area on screen.
Input
Output
Inv_Redraw E4F4 PUSH HL
E4F5 CALL ScreenClear
E4F8 LD A,(Pocket1) Get index of object in pocket 1.
E4FB ADD A,A
E4FC LD E,A
E4FD LD D,$00
E4FF LD HL,ObjectTextPtrTable Get address of object's text.
E502 ADD HL,DE
E503 LD E,(HL)
E504 INC HL
E505 LD D,(HL)
E506 LD A,(Pocket2) Get index of object in pocket 2.
E509 ADD A,A
E50A LD C,A
E50B LD B,$00
E50D LD HL,ObjectTextPtrTable Get address of object's text.
E510 ADD HL,BC
E511 LD C,(HL)
E512 INC HL
E513 LD B,(HL)
E514 PUSH BC
E515 EX DE,HL
E516 LD DE,Bmp_Tiles Reset the start address of the tiles back to tile zero for true ZX ASCII letters within tiles.
E519 LD (TileStartPtr),DE
E51D LD E,$14
E51F LD D,$00
E521 LD C,$44
E523 CALL InventoryDrawText
E526 POP HL
E527 LD E,$14
E529 LD D,$02
E52B LD C,$45
E52D CALL InventoryDrawText
E530 LD A,(Pocket1)
E533 ADD A,$50
E535 LD HL,$0088
E538 LD (BitmapX),HL
E53B CALL Bitmap16Draw
E53E LD A,(Pocket2)
E541 ADD A,$50
E543 LD H,$10
E545 LD (BitmapX),HL
E548 CALL Bitmap16Draw
E54B POP HL
E54C RET
Prev: E4CE Up: Map Next: E54D