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ABA9: Routine at ABA9
Used by the routine at AC39.
ABA9 LD A,(IX+$00) A=IX+00.
ABAC INC A
ABAD AND %00001111 Keep only bits 0-3.
ABAF ADD A,$70
ABB1 LD (IX+$00),A
This entry point is used by the routines at A1AA, A325, A3FF, A766, AC39, AD36, B1A4, B33D, B37B, B460, B785 and B810.
ABB4 CALL $8701 Call 8701.
ABB7 JP $8733 Jump to 8733.
ABBA LD E,$18 E=18.
ABBC CALL $B2A4 Call B2A4.
ABBF CALL C,$B2D7
ABC2 LD A,(IX+$17) If IX+17 is zero, jump to AC3E.
ABC5 AND A
ABC6 JR Z,$AC3E
ABC8 CALL $ABA9 Call ABA9.
ABCB LD A,($5E42) A=5E42.
ABCE CPL Flip the bits.
ABCF AND %00001111 Keep only bits 0-3.
ABD1 RET NZ
ABD2 LD A,($5E67) If GameDelayTimer is not zero, jump to ABE5.
ABD5 AND A
ABD6 JR NZ,$ABE5
ABD8 LD A,($6078) If 6078 is 81 jump to ABE5.
ABDB CP $81
ABDD JR Z,$ABE5
ABDF DEC (IX+$17)
ABE2 CALL Z,$B16F
ABE5 LD A,(IX+$17)
ABE8 LD HL,$2040 HL=2040.
ABEB CALL DrawGauge Call DrawGauge.
ABEE CALL $AD36 Call AD36.
ABF1 JR NC,$AC29
ABF3 CALL $AD0B Call AD0B.
ABF6 LD HL,$587B HL=587B (attribute buffer location).
ABF9 CALL Handler_Colour2x2 Call Handler_Colour2x2.
ABFC LD HL,$587D HL=587D (attribute buffer location).
ABFF LD A,$42 A=42 (attribute value).
AC01 CALL Handler_Colour2x2 Call Handler_Colour2x2.
AC04 LD A,($5E42) A=5E42.
AC07 AND %00111111 Keep only bits 0-5.
AC09 CP $0F
AC0B JR Z,$AC1A If so, jump to AC1A.
AC0D CP $2F
AC0F RET NZ
Handle printing the "alien" messaging.
AC10 LD DE,$AC24 DE=BannerMessaging_Alien.
BannerMessaging_Print AC13 LD HL,$10D8 HL=10D8 (screen location).
AC16 CALL PrintStringColour Call PrintStringColour.
AC19 RET Return.
Handle printing the "base" messaging.
AC1A LD DE,$AC1F DE=BannerMessaging_Base.
AC1D JR BannerMessaging_Print Jump to BannerMessaging_Print.
BannerMessaging_Base AC1F DEFM "Ecde","f"+$80 Attribute: 45 + "base".
BannerMessaging_Alien AC24 DEFM "Eghi","j"+$80 Attribute: 45 + "alien".
AC29 CALL $AD0B Call AD0B.
AC2C LD HL,$587D HL=587D (attribute buffer location).
AC2F CALL Handler_Colour2x2 Call Handler_Colour2x2.
AC32 LD HL,$587B HL=587B (attribute buffer location).
AC35 LD A,$42 A=42 (attribute byte).
AC37 JR $AC01 Jump to AC01.
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