Prev: 81AB Up: Map Next: 8209
81BB: Start Game
Used by the routine at GameInitialisation.
StartGame 81BB LD DE,$BA35 DE=BA35.
81BE CALL $B9BC Call B9BC.
Reset Planet data.
81C1 LD HL,$5E50 HL=5E50.
81C4 LD BC,$6000 BC=Laser_Param_1.
81C7 CALL ResetScreen_0 Call ResetScreen_0.
81CA CALL ResetPlanet Call ResetPlanet.
81CD CALL NewGame Call NewGame.
81D0 CALL $822F Call 822F.
81D3 CALL LevelNew Call LevelNew.
This entry point is used by the routine at 824A.
StartGame_0 81D6 LD SP,$5E00 Set the stack pointer to GameOptions.
81D9 LD A,($5E68) If 5E68 is not zero, call A2CF.
81DC AND A
81DD CALL NZ,$A2CF
81E0 EI Enable interrupts.
This entry point is used by the routine at A0F8.
StartGame_1 81E1 XOR A Write 00 to 5E5E.
81E2 LD ($5E5E),A
81E5 LD IX,$6078 IX=6078.
This entry point is used by the routines at 8209 and 824A.
StartGame_2 81E9 LD A,($5C78) C=FRAMES.
81EC LD C,A
81ED LD A,($5E53)
81F0 CP C
81F1 CALL NZ,$8209
81F4 LD HL,$8259 HL=8259.
81F7 PUSH HL Stash HL on the stack.
81F8 LD BC,$82C5 BC=82C5.
81FB LD L,(IX+$00)
This entry point is used by the routine at B6CF.
StartGame_3 81FE LD H,$00
8200 ADD HL,HL
8201 ADD HL,BC
8202 LD A,(HL)
8203 INC HL
8204 LD H,(HL)
8205 LD L,A
8206 JP IndirectJump Jump to IndirectJump.
View the equivalent code in;
Prev: 81AB Up: Map Next: 8209