Routines |
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B591 | LD A,($C279) | A=*C279. | ||
B594 | CP (IX+$07) | Jump to B56F if A is lower than *IX+07. | ||
B597 | JR C,$B56F | |||
B599 | LD DE,$0018 | DE=0018. | ||
B59C | CALL $B64C | Call B64C. | ||
B59F | LD A,($C276) | A=*C276. | ||
B5A2 | ADD A,$0C | A+=0C. | ||
B5A4 | LD ($C276),A | Write A back to *C276. | ||
B5A7 | LD L,(IX+$10) | L=*IX+10. | ||
B5AA | LD H,(IX+$11) | H=*IX+11. | ||
B5AD | LD DE,$0180 | DE=0180. | ||
B5B0 | ADD HL,DE | HL+=DE. | ||
B5B1 | LD (IX+$10),L | Write L to *IX+10. | ||
B5B4 | LD (IX+$11),H | Write H to *IX+11. | ||
B5B7 | LD (IX+$13),B | Write B to *IX+13. | ||
B5BA | POP HL | Restore HL from the stack. | ||
B5BB | CALL $B8A6 | Call B8A6. | ||
B5BE | LD IX,$C2EE | IX=C2EE. | ||
B5C2 | LD B,$08 | B=08 (counter). | ||
B5C4 | LD DE,$000D | DE=000D. | ||
B5C7 | LD A,(IX+$00) | A=*IX+00. | ||
B5CA | SUB $0C | A-=0C. | ||
B5CC | LD (IX+$00),A | Write A to *IX+00. | ||
B5CF | ADD IX,DE | IX+=DE. | ||
B5D1 | DJNZ $B5C7 | Decrease counter by one and loop back to B5C7 until counter is zero. | ||
B5D3 | LD IX,$C293 | IX=C293. | ||
B5D7 | LD B,$04 | B=04. | ||
B5D9 | LD DE,$000D | DE=000D. | ||
B5DC | LD HL,$C38C | HL=C38C. | ||
B5DF | LD A,(IX+$00) | A=*IX+00. | ||
B5E2 | SUB $0C | A-=0C. | ||
B5E4 | CP (HL) | Jump to B5EE if A is higher than *HL. | ||
B5E5 | JR NC,$B5EE | |||
B5E7 | CP $20 | Jump to B5EE if A is lower than 20. | ||
B5E9 | JR C,$B5EE | |||
B5EB | SUB (HL) | A-=*HL. | ||
B5EC | ADD A,$20 | A+=20. | ||
B5EE | LD (IX+$00),A | Write A to *IX+00. | ||
B5F1 | ADD IX,DE | IX+=DE. | ||
B5F3 | DJNZ $B5DF | Decrease counter by one and loop back to B5DF until counter is zero. | ||
B5F5 | LD B,$03 | B=03. | ||
B5F7 | LD A,(IX+$00) | A=*IX+00. | ||
B5FA | SUB $0C | A-=0C. | ||
B5FC | LD (IX+$00),A | Write A to *IX+00. | ||
B5FF | ADD IX,DE | IX+=DE. | ||
B601 | DJNZ $B5F7 | Decrease counter by one and loop back to B5F7 until counter is zero. | ||
This entry point is used by the routine at B4B8.
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B603 | CALL $B208 | Call B208. | ||
B606 | CALL $B147 | Call B147. | ||
B609 | CALL $B3BE | Call B3BE. | ||
B60C | LD IX,$C293 | IX=C293. | ||
B610 | LD B,$07 | B=07. | ||
B612 | PUSH BC | Stash BC on the stack. | ||
B613 | CALL $C057 | Call C057. | ||
B616 | LD BC,$000D | BC=000D. | ||
B619 | ADD IX,BC | IX+=BC. | ||
B61B | POP BC | Restore BC from the stack. | ||
B61C | DJNZ $B612 | Decrease counter by one and loop back to B612 until counter is zero. | ||
B61E | LD IX,$C2D4 | IX=C2D4. | ||
B622 | CALL $BD27 | Call BD27. | ||
B625 | LD BC,$000D | BC=000D. | ||
B628 | ADD IX,BC | IX+=BC. | ||
B62A | CALL $BD27 | Call BD27. | ||
B62D | LD HL,$7080 | HL=ShadowBuffer_Pixels. | ||
B630 | LD BC,$2014 | BC=2014. | ||
B633 | LD DE,$4040 | DE=4040 (screen buffer location). | ||
B636 | CALL Copier | Call Copier. | ||
B639 | LD HL,$7840 | HL=ShadowBuffer_Attributes. | ||
B63C | LD IX,$5840 | IX=5840 (attribute buffer location). | ||
B640 | LD BC,$1420 | BC=1420. | ||
B643 | CALL $B2D1 | Call B2D1. | ||
B646 | CALL $B416 | Call B416. | ||
B649 | JP GameLoop | Jump to GameLoop. |
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