|  | Routines | 
| Prev: F719 | Up: Map | Next: F788 | 
| 
Used by the routine at RunHandlers.
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Handle George.
 
Monster state FF means the player is ("Game Over").
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| PrintBanner | F726 | LD A,($CFD2) | Jump to PrintBanner_George if *George_State is not equal to FF. | ||
| F729 | CP $FF | ||||
| F72B | JR NZ,PrintBanner_George | ||||
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George is "Game Over"...
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| F72D | LD C,$22 | C=22 (screen co-ordinate). | |||
| F72F | CALL PrintBanner_GameOver | Call PrintBanner_GameOver. | |||
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Displays "George" and George's score.
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| PrintBanner_George | F732 | LD C,$02 | C=02 (screen co-ordinate). | ||
| F734 | LD HL,$D066 | HL=Messaging_GeorgeScore. | |||
| F737 | LD DE,$D05F | DE=Messaging_George. | |||
| F73A | LD A,($CFE0) | A=*George_Control_Type. | |||
| F73D | CALL PrintBanner_Flash | Call PrintBanner_Flash. | |||
| 
Handle Lizzy.
 
Monster state FF means the player is ("Game Over").
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| F740 | LD A,($D001) | Jump to PrintBanner_Lizzy if *Lizzy_State is not equal to FF. | |||
| F743 | CP $FF | ||||
| F745 | JR NZ,PrintBanner_Lizzy | ||||
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Lizzy is "Game Over"...
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| F747 | LD C,$2C | C=2C (screen co-ordinate). | |||
| F749 | CALL PrintBanner_GameOver | Call PrintBanner_GameOver. | |||
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Displays "Lizzy" and Lizzy's score.
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| PrintBanner_Lizzy | F74C | LD C,$0C | C=0C (screen co-ordinate). | ||
| F74E | LD HL,$D074 | HL=Messaging_LizzyScore. | |||
| F751 | LD DE,$D06D | DE=Messaging_Lizzy. | |||
| F754 | LD A,($D00F) | A=*Lizzy_Control_Type. | |||
| F757 | CALL PrintBanner_Flash | Call PrintBanner_Flash. | |||
| 
Handle Ralph.
 
Monster state FF means the player is ("Game Over").
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| F75A | LD A,($D030) | Jump to PrintBanner_Ralph if *Ralph_State is not equal to FF. | |||
| F75D | CP $FF | ||||
| F75F | JR NZ,PrintBanner_Ralph | ||||
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Ralph is "Game Over"...
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| F761 | LD C,$36 | C=36 (screen co-ordinate). | |||
| F763 | CALL PrintBanner_GameOver | Call PrintBanner_GameOver. | |||
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Displays "Ralph" and Ralph's score.
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| PrintBanner_Ralph | F766 | LD C,$16 | C=16 (screen co-ordinate). | ||
| F768 | LD HL,$D082 | HL=Messaging_RalphScore. | |||
| F76B | LD DE,$D07B | DE=Messaging_Ralph. | |||
| F76E | LD A,($D03E) | A=*Ralph_Control_Type. | |||
| F771 | CALL PrintBanner_Flash | Call PrintBanner_Flash. | |||
| F774 | RET | Return. | |||
| 
Instead of the monsters score, display "Game Over".
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| PrintBanner_GameOver | F775 | LD HL,$D18F | HL=Messaging_GameOver. | ||
| F778 | LD B,$00 | B=00 (screen co-ordinate). | |||
| F77A | CALL PrintString | Call PrintString. | |||
| F77D | RET | Return. | |||
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Not actually a "flash" but the display alternates between the players score and their name.
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| PrintBanner_Flash | F77E | LD B,$00 | B=00 (screen co-ordinate). | ||
| F780 | AND A | Jump to PrintBanner_Print if A is not zero. | |||
| F781 | JR NZ,PrintBanner_Print | ||||
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DE holds the monsters name and HL contains their score.
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| F783 | EX DE,HL | Switch the DE and HL registers. | |||
| PrintBanner_Print | F784 | CALL PrintString | Call PrintString. | ||
| F787 | RET | Return. | |||
| Prev: F719 | Up: Map | Next: F788 |