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Routines |
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Return address pushed by 81F4. Moves IX onto the next 18-byte actor and either dispatches it or runs the rest of the game loop once the list is finished.
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Advance IX onto the next 18-byte actor slot.
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| NextObjectSlot | 8259 | LD DE,$0018 | IX+=0018. | |||||
| 825C | ADD IX,DE | |||||||
| 825E | PUSH IX | Copy IX to HL (using the stack). | ||||||
| 8260 | POP HL | |||||||
| 8261 | LD BC,$6240 | Jump to StartGame_NextActor if HL is still below Actor_List_End. | ||||||
| 8264 | AND A | |||||||
| 8265 | SBC HL,BC | |||||||
| 8267 | JP C,StartGame_NextActor | |||||||
| 826A | DEFB $00 | Patched to JP ResetModifiedInFrame while a frame update is running. | ||||||
| 826B | DEFB $00 | |||||||
| 826C | DEFB $00 | |||||||
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Update timers, then handle pause, spawning, pickups and bombs.
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| 826D | LD HL,($5E42) | Increment GameTimer by one. | ||||||
| 8270 | INC HL | |||||||
| 8271 | LD ($5E42),HL | |||||||
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Stir the random number with a byte from the ROM, picked by the low byte of the timer.
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| 8274 | LD H,$00 | H=00 so HL is a ROM address from 0000 to 00FF, set by the low byte of GameTimer. | ||||||
| 8276 | LD A,($5E40) | A=*RandomNumber. | ||||||
| 8279 | ADD A,(HL) | Add the ROM byte at *HL to A. | ||||||
| 827A | LD ($5E40),A | Write A back to RandomNumber. | ||||||
| 827D | CALL ControlsPause | Call ControlsPause. | ||||||
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Restart the game loop early if Jetman is not in play.
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| 8280 | LD A,($5E6C) | Jump to StartGame_ReadyStack if PlayerInactive is set. | ||||||
| 8283 | AND A | |||||||
| 8284 | JP NZ,StartGame_ReadyStack | |||||||
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Spawn an alien if there are too few, then run the remaining handlers for this frame.
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| 8287 | LD A,($5E5E) | Call SpawnAlien if AlienCount is less than 07. | ||||||
| 828A | CP $07 | |||||||
| 828C | CALL C,SpawnAlien | |||||||
| 828F | CALL Handler_Pickups | Call Handler_Pickups. | ||||||
| 8292 | CALL Handler_Bombs | Call Handler_Bombs. | ||||||
| 8295 | JP StartGame_ReadyStack | Jump to StartGame_ReadyStack. | ||||||
| Prev: 8258 | Up: Map | Next: 8298 |