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Routines |
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Return address pushed by 33268. Moves IX onto the next 24-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 24-byte actor slot.
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| NextObjectSlot | 33369 | LD DE,24 | IX+=0024. | |||||
| 33372 | ADD IX,DE | |||||||
| 33374 | PUSH IX | Copy IX to HL (using the stack). | ||||||
| 33376 | POP HL | |||||||
| 33377 | LD BC,25152 | Jump to StartGame_NextActor if HL is still below Actor_List_End. | ||||||
| 33380 | AND A | |||||||
| 33381 | SBC HL,BC | |||||||
| 33383 | JP C,StartGame_NextActor | |||||||
| 33386 | DEFB 0 | Patched to JP ResetModifiedInFrame while a frame update is running. | ||||||
| 33387 | DEFB 0 | |||||||
| 33388 | DEFB 0 | |||||||
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Update timers, then handle pause, spawning, pickups and bombs.
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| 33389 | LD HL,(24130) | Increment GameTimer by one. | ||||||
| 33392 | INC HL | |||||||
| 33393 | LD (24130),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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| 33396 | LD H,0 | H=0 so HL is a ROM address from 0000 to 0255, set by the low byte of GameTimer. | ||||||
| 33398 | LD A,(24128) | A=*RandomNumber. | ||||||
| 33401 | ADD A,(HL) | Add the ROM byte at *HL to A. | ||||||
| 33402 | LD (24128),A | Write A back to RandomNumber. | ||||||
| 33405 | CALL ControlsPause | Call ControlsPause. | ||||||
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Restart the game loop early if Jetman is not in play.
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| 33408 | LD A,(24172) | Jump to StartGame_ReadyStack if PlayerInactive is set. | ||||||
| 33411 | AND A | |||||||
| 33412 | 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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| 33415 | LD A,(24158) | Call SpawnAlien if AlienCount is less than 7. | ||||||
| 33418 | CP 7 | |||||||
| 33420 | CALL C,SpawnAlien | |||||||
| 33423 | CALL Handler_Pickups | Call Handler_Pickups. | ||||||
| 33426 | CALL Handler_Bombs | Call Handler_Bombs. | ||||||
| 33429 | JP StartGame_ReadyStack | Jump to StartGame_ReadyStack. | ||||||
| Prev: 33368 | Up: Map | Next: 33432 |