Routines |
Prev: 7073 | Up: Map | Next: 72B5 |
Used by the routine at StartGame.
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Debounce the key press.
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WinnersTableNameEntry | 729A | CALL $028E | Call KEY_SCAN. | |
Handle if no keys are being pressed, for reference:
In all instances the E register is returned with a value in the range of +00 to +27 the value being different for each of the forty keys of the keyboard, or the value +FF for no-key. |
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729D | INC E | Set the zero flag if no keys have been pressed. | ||
729E | JR NZ,WinnersTableNameEntry | Jump to WinnersTableNameEntry unless no keys are being pressed. | ||
72A0 | LD A,($98E3) | A=*CurrentStage. | ||
72A3 | LD B,$08 | Set a counter of 08 which is the total number of scores held by the game. | ||
72A5 | LD HL,$7368 | HL=TablePointersWinnersData. | ||
72A8 | LD D,A | Copy *CurrentStage into D. | ||
Loop through each winners data in the table to find a good match for the players stage.
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FindStage_Loop | 72A9 | LD A,(HL) | Jump to CollectName if *HL is lower than or equal to D. | |
72AA | CP D | |||
72AB | JR C,CollectName | |||
Move onto the next entry.
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72AD | INC HL | Increment HL by three. | ||
72AE | INC HL | |||
72AF | INC HL | |||
72B0 | DJNZ FindStage_Loop | Decrease counter by one and loop back to FindStage_Loop until counter is zero. | ||
The players stage wasn't higher than any of the stored stages.
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72B2 | JP TitleScreen | Jump to TitleScreen. |
Prev: 7073 | Up: Map | Next: 72B5 |