This is an example of one of their Display calls, from a function called during TitleButton::init (so only called once presumably?)
055a:39 09 pushi 9 // $9 nsTop
055c:39 57 pushi 57 // $57 printLang
055e:78 push1
055f:39 64 pushi 64 // $64 respondsTo
0561:39 4c pushi 4c // $4c claimed
0563:38 0095 pushi 95 // $95 setMark
0566:39 69 pushi 69 // $69 allTrue
0568:39 04 pushi 4 // $4 x
056a:39 66 pushi 66 // $66 add
056c:39 0e pushi e // $e lsLeft
056e:43 1b 12 callk Display 12
Here we have, working backwards:
9 parameters:
87 1 // This is the text resource... looks like KQ1 interpreter supports them directly in kernel functions???
dsCOORD 76 149
dsFONT 4
dsCOLOR 14
So there are no suprising parameters (other than the text resources being able to specified directly, which I don't think is possible in 'pure' SCI0, at least not according to Brian's template game).
But like Lars suggested, it does call Animate at the beginning of TitleButton::init.
I don't really understand how calling Animate once at the beginning prevents a view from obliterating the text during the next game cycle....?