Number_Font_Data: .DB $00, $38, $4c, $c6, $c6, $64, $38, $00 ; 0 .DB $00, $18, $38, $18, $18, $18, $7e, $00 ; 1 .DB $00, $7c, $c6, $0e, $7c, $e0, $fe, $00 ; 2 .DB $00, $7e, $0c, $38, $06, $c6, $7c, $00 ; 3 .DB $00, $1c, $3c, $6c, $cc, $fe, $0c, $00 ; 4 .DB $00, $fc, $80, $fc, $06, $c6, $7c, $00 ; 5 .DB $00, $7c, $c0, $fc, $c6, $c6, $7c, $00 ; 6 .DB $00, $fe, $c6, $0c, $18, $30, $30, $00 ; 7 .DB $00, $7c, $c6, $7c, $c6, $c6, $7c, $00 ; 8 .DB $00, $7c, $c6, $c6, $7e, $06, $7c, $00 ; 9 .DB $00, $3c, $46, $46, $7e, $46, $46, $00 ; A .DB $00, $7c, $46, $7c, $46, $46, $7c, $00 ; B .DB $00, $3c, $62, $60, $60, $62, $3c, $00 ; C .DB $00, $7c, $62, $62, $62, $62, $7c, $00 ; D .DB $00, $7e, $60, $7c, $60, $60, $7e, $00 ; E .DB $00, $7e, $60, $7c, $60, $60, $60, $00 ; F Load_Tile: LD HL, $8020 LD DE, =OBJ_Tile_Image_Data LD BC, $0280 CALL =memcpy CALL =Load_Number_Font LD HL, $9200 LD DE, =BG_Tile_Image_Data LD BC, $0440 CALL =memcpy RET Load_Number_Font: ; Load number font into the tilemap at tiles 0x10-0x1f LD HL, $9100 LD DE, =Number_Font_Data LD B, $80 Load_Number_Font.loop: LD A, (DE) LD (HL+), A LD (HL+), A INC DE DEC B JR NZ, =Load_Number_Font.loop RET