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F3AC: Handler: Bombs
Used by the routine at Handler_CheckTime.
Handler_Bombs F3AC LD A,($D838) Jump to Handler_Bombs_4 if *Bomb is equal to 00.
F3AF CP $00
F3B1 JR Z,Handler_Bombs_4
F3B3 BIT 1,A Jump to Handler_Bombs_0 if bit 1 of A is not set.
F3B5 JR Z,Handler_Bombs_0
F3B7 RES 1,A Reset bit 1 of A.
F3B9 LD ($D838),A Write A to *Bomb.
F3BC LD A,$15 A=15.
F3BE CALL $F38F Call F38F.
F3C1 LD BC,($DA15) Write *DA15 to *Tile_Horizontal_Position.
F3C5 LD ($E75D),BC
F3C9 JR Handler_Bombs_3 Jump to Handler_Bombs_3.
Handler_Bombs_0 F3CB BIT 2,A Jump to Handler_Bombs_1 if bit 2 of A is not set.
F3CD JR Z,Handler_Bombs_1
F3CF RES 2,A Reset bit 2 of A.
F3D1 LD ($D838),A Write A to *Bomb.
F3D4 LD A,$3D A=3D.
F3D6 CALL $F38F Call F38F.
F3D9 LD BC,($DA17) BC=*DA17.
F3DD LD ($E75D),BC Write BC to *Tile_Horizontal_Position.
F3E1 JR Handler_Bombs_3 Jump to Handler_Bombs_3.
Handler_Bombs_1 F3E3 BIT 3,A Jump to Handler_Bombs_2 if bit 3 of A is not set.
F3E5 JR Z,Handler_Bombs_2
F3E7 RES 3,A Reset bit 3 of A.
F3E9 LD ($D838),A Write A to *Bomb.
F3EC LD A,$3E A=3E.
F3EE CALL $F38F Call F38F.
F3F1 LD BC,($DA19) Write *DA19 to *Tile_Horizontal_Position.
F3F5 LD ($E75D),BC
F3F9 JR Handler_Bombs_3 Jump to Handler_Bombs_3.
Handler_Bombs_2 F3FB BIT 4,A Jump to Handler_Bombs_4 if bit 4 of A is not set.
F3FD JR Z,Handler_Bombs_4
F3FF RES 4,A Reset bit 4 of A.
F401 LD ($D838),A Write A to *Bomb.
F404 LD A,$3F A=3F.
F406 CALL $F38F Call F38F.
F409 LD BC,($DA1B) Write *DA1B to *Tile_Horizontal_Position.
F40D LD ($E75D),BC
Handler_Bombs_3 F411 XOR A Write 00 to *D833.
F412 LD ($D833),A
F415 CALL $DABF Call DABF.
F418 LD A,$01 Write 01 to *D833.
F41A LD ($D833),A
F41D CALL $E9DA Call E9DA.
F420 CALL $E775 Call E775.
F423 POP IY Restore IY from the stack.
F425 JP $D41E Jump to D41E.
Handler_Bombs_4 F428 CALL Handler_PlayerInput Call Handler_PlayerInput.
F42B CP $00 Jump to Handler_Controls if A is not equal to 00.
F42D JP NZ,Handler_Controls
This entry point is used by the routine at F43E.
Handler_Bombs_5 F430 LD A,($D835) Jump to Handler_HomeArrow if *PlayerCursor_Flag is equal to 00.
F433 CP $00
F435 JP Z,Handler_HomeArrow
F438 CALL $E352 Call E352.
F43B JP Handler_CheckTime Jump to Handler_CheckTime.
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