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BF50: Routine at BF50
Used by the routine at StartGame.
BF50 LD IX,$C36E IX=C36E.
Check for Game Over "reasons" (see Immunity).
BF54 LD A,(IX+$17) A=*IX+17.
BF57 AND %00000111 Keep only bits 0-2.
BF59 RET NZ Return if A is not zero.
BF5A LD L,(IX+$10) L=*IX+10.
BF5D LD H,(IX+$11) H=*IX+11.
BF60 LD A,(IX+$13) A=*IX+13.
BF63 BIT 5,A Jump to BF76 if bit 5 of A is not set.
BF65 JR Z,$BF76
BF67 BIT 3,A Jump to BF76 if bit 3 of A is set.
BF69 JR NZ,$BF76
BF6B BIT 7,(HL) Jump to BF79 if bit 7 of *HL is set.
BF6D JR NZ,$BF79
BF6F DEC L Decrease L by one.
BF70 BIT 4,A Jump to BF76 if bit 4 of A is not set.
BF72 JR Z,$BF76
BF74 INC L Increment L by two.
BF75 INC L
BF76 BIT 7,(HL) Return if bit 7 of *HL is not set.
BF78 RET Z
BF79 LD A,L A=L.
BF7A AND %00011111 Keep only bits 0-4.
BF7C CP $0C Jump to Handler_HitByBike if A is lower than 0C.
BF7E JR C,Handler_HitByBike
BF80 CP $14 Jump to Handler_HitByBike if A is higher than 14.
BF82 JR NC,Handler_HitByBike
BF84 POP HL Restore HL from the stack.
BF85 LD HL,$B008 HL=B008.
BF88 SET 0,(HL) Set bit 0 of *HL.
BF8A CALL $BF9F Call BF9F.
BF8D RET Return.
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