| The Hobbit (v1.0) | Routines |
| Prev: 958E | Up: Map | Next: 95E4 |
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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.
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| 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 | |||
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This entry point is used by the routine at 9606.
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| 95DD | LD A,B | "visible exits are: ..." | ||
| 95DE | CALL $A068 | |||
| 95E1 | JP $9EDD | Finish with "you see: ..." | ||
| Prev: 958E | Up: Map | Next: 95E4 |