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A99F: Finished Street
Used by the routine at GameEntryPoint.
FinishedStreet A99F CALL BlankMiddleScreenBuffer Call BlankMiddleScreenBuffer.
A9A2 CALL BlankMiddleAttributeBuffer Call BlankMiddleAttributeBuffer.
Print "Good days work there, Trashman".
A9A5 LD HL,$AD98 HL=Messaging_FinishedStreet_1.
A9A8 LD DE,$4840 DE=4840 (screen buffer location).
A9AB CALL PrintString Call PrintString.
A9AE LD HL,$AB8A HL=Game_Flags.
Who is in play, is it 1UP or 2UP?
A9B1 BIT 4,(HL) Test bit 4 of *HL.
Default to using the 1UP name.
A9B3 LD HL,$ACA6 HL=Name_1UP.
A9B6 JR Z,FinishedStreet_Print Jump to FinishedStreet_Print if this is player one.
Else, use the name for 2UP.
A9B8 LD HL,$ACC7 HL=Name_2UP.
FinishedStreet_Print A9BB CALL PrintString Call PrintString.
Overwrite the ")" from the players name string.
A9BE DEC DE Decrease DE by one.
Print the "Tomorrow we've another street for you." messaging.
A9BF LD HL,$ADB9 HL=Messaging_FinishedStreet_2.
A9C2 CALL PrintString Call PrintString.
This entry point is used by the routines at GameEntryPoint and Handler_Fired.
CopyScore_ActiveScore A9C5 LD DE,($AB7E) DE=*ActivePlayer.
A9C9 INC DE Move to where the scores are held:
A9CA INC DE
A9CB LD HL,$CB96 HL=ActivePlayer_Score.
Scores are held using three bytes.
A9CE LD BC,$0003 BC=0003.
A9D1 LDIR Copy the three score digits for the current player into the active players score location.
A9D3 RET Return.
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