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EEA2: Initialise the sprite buffers
Used by the routines at 813B, ED2A, EDF7, EEC1, EFC7 and F177.
This routine takes a copy of the screen already in 5B00 (set by the routine in B9AC) ready to start overlaying sprites on top of it.
EEA2 LD DE,$6B00 Point DE at the sprite buffer.
EEA5 LD HL,$5B00 Point HL at the screen buffer.
EEA8 LD BC,$1000 Length is 1000.
EEAB CALL $BA25 Copy a row.
EEAE JP PE,$EEAB Loop back while there is more to draw.
Now copy the attributes.
EEB1 LD BC,$0200 Length is 0200.
EEB4 LD HL,$FE00 Point HL at the attribute buffer.
EEB7 LD DE,$FC00 Point DE at the sprite attribute buffer.
EEBA CALL $BA25 Copy a row.
EEBD JP PE,$EEBA Loop back while there is more to draw.
EEC0 RET Otherwise return.
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