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Routines | 
| Prev: F730 | Up: Map | Next: F76A | 
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| Process_KillBear | F739 | LD A,$45 | Call ValidateItemPresent with item 45: "A dead bear". | |
| F73B | CALL ValidateItemPresent | |||
| F73E | JP Z,Response_YouveDoneThatAlready | Jump to Response_YouveDoneThatAlready if "A dead bear" is in the current room. | ||
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Make sure the player is even carrying a sword.
 
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| F741 | CALL IsPlayerCarryingSword | Call IsPlayerCarryingSword. | ||
| F744 | LD A,$56 | Call CheckObjectInInventory with item 56: "A shield". | ||
| F746 | CALL CheckObjectInInventory | |||
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Print "You attack boldly,but a mighty
clawed paw rakes your
unprotected side.".
 
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| F749 | LD HL,$DE57 | HL=Messaging_AttackBoldly. | ||
| F74C | JP NZ,Response_IfSwordThenGameOver | Jump to Response_IfSwordThenGameOver if "A shield" is not in the players inventory. | ||
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Change the bear state!
 
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| F74F | LD BC,$4445 | Call TransformItem to transform item 44 ("A bear") into item 45 ("A dead bear"). | ||
| F752 | CALL TransformItem | |||
| F755 | LD A,$2C | Write 2C to *E84D. | ||
| F757 | LD ($E84D),A | |||
| F75A | LD A,$35 | Write 35 to *E84E. | ||
| F75C | LD ($E84E),A | |||
| F75F | LD A,$04 | Call AddToScore to add 04 points to the score. | ||
| F761 | CALL AddToScore | |||
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This entry point is used by the routines at Process_KillPigWithSword and Process_KillOxWithSword.
 
Print "Your blow strikes true.
It is dead.".
 
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| Process_KillBear_0 | F764 | LD HL,$DE9E | HL=Messaging_YourBlowStrikesTrue. | |
| F767 | JP PrintStringAndNewline_Duplicate | Jump to PrintStringAndNewline_Duplicate. | ||
| Prev: F730 | Up: Map | Next: F76A |