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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, $0480
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
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