Routines |
Prev: A97A | Up: Map | Next: A9D4 |
Used by the routine at GameEntryPoint.
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FinishedStreet | A99F | CALL BlankMiddleScreenBuffer | Call BlankMiddleScreenBuffer. | |
A9A2 | CALL BlankMiddleAttributeBuffer | Call BlankMiddleAttributeBuffer. | ||
Print "Good days work there, Trashman".
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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?
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A9B1 | BIT 4,(HL) | Test bit 4 of *HL. | ||
Default to using the 1UP name.
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A9B3 | LD HL,$ACA6 | HL=Name_1UP. | ||
A9B6 | JR Z,FinishedStreet_Print | Jump to FinishedStreet_Print if this is player one. | ||
Else, use the name for 2UP.
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A9B8 | LD HL,$ACC7 | HL=Name_2UP. | ||
FinishedStreet_Print | A9BB | CALL PrintString | Call PrintString. | |
Overwrite the ")" from the players name string.
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A9BE | DEC DE | Decrease DE by one. | ||
Print the "Tomorrow we've another street for you." messaging.
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A9BF | LD HL,$ADB9 | HL=Messaging_FinishedStreet_2. | ||
A9C2 | CALL PrintString | Call PrintString. | ||
This entry point is used by the routines at GameEntryPoint and Handler_Fired.
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CopyScore_ActiveScore | A9C5 | LD DE,($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.
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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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