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95B9: Describe a room (continued)
Prints the room's name from its word list, or its own description script if bytes 8-9 of the room record are non-zero (95E4). Then the room's picture is drawn if it has one (8965); if it did, the game waits for a key (95F8) so the player can look at it. Then the doors (9FF8), the visible exits (A068) and the objects and characters present (9EDD) are listed.
95B9 LD B,A B = the room
95BA CALL $9B0C IX = its record
95BD CALL $72D4 Print "you are in" (or a short heading from the caller)
95C0 LD L,(IX+$08) Does the room have its own description script?
95C3 LD H,(IX+$09)
95C6 LD A,H
95C7 OR L
95C8 CALL $95E4 Print that, or else the room's name
95CB LD A,B Draw its picture, if it has one
95CC CALL $8965
95CF LD A,($8964) Was there a picture?
95D2 INC A
95D3 CALL NZ,$95F8 If so, wait for a key so it can be looked at
95D6 CALL $7578 New line
95D9 LD A,B "to the east there is the round green door" and so on
95DA CALL $9FF8
This entry point is used by the routine at 9606.
95DD LD A,B "visible exits are: ..."
95DE CALL $A068
95E1 JP $9EDD Finish with "you see: ..."
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