![]() |
Routines |
| Prev: 9A4B | Up: Map | Next: 9AFA |
| EndRound | 9AA5 | LD A,($9659) | Fetch the number of sectors that have been destroyed. | |
| 9AA8 | ADD A,$30 | Convert it into a digit... | ||
| 9AAA | LD ($9B00),A | ...and write it into the text of the message that shows it (see Message_SectorsDestroyed). | ||
| 9AAD | LD A,($9658) | Fetch the number of sectors that have been activated. | ||
| 9AB0 | ADD A,$30 | Convert it into a digit... | ||
| 9AB2 | LD ($9B13),A | ...and write it into the text of the message that shows it (see Message_SectorsActivated). | ||
| 9AB5 | LD A,$47 | Use bright white on black as the attribute. | ||
| 9AB7 | CALL ClearPlayWindowWithAttributes | Clear the play window using ClearPlayWindowWithAttributes. | ||
| 9ABA | LD DE,$9AFA | Point DE' at the attributes of the two lines of text (see RoundResult_Attributes). | ||
| 9ABD | EXX | Switch to the shadow registers, as PrintTextList expects the attributes there. | ||
| 9ABE | LD HL,$9AFC | Point HL at RoundResult_Coordinates. | ||
| 9AC1 | LD DE,$9B00 | Point DE at Message_SectorsDestroyed. | ||
| 9AC4 | LD B,$02 | There are two lines to print. | ||
| 9AC6 | CALL PrintTextList | Print them using PrintTextList. | ||
| 9AC9 | LD A,($9658) | Fetch the number of sectors that have been activated. | ||
| 9ACC | CP $08 | Jump if at least eight sectors have been activated. | ||
| 9ACE | JR NC,EndRound_Continue | |||
| 9AD0 | LD DE,$9B28 | Point DE' at the attributes of the last two lines of the defeat message. | ||
| 9AD3 | EXX | Switch to the shadow registers. | ||
| 9AD4 | LD HL,$9B2E | Point HL at DefeatMessage_Coordinates_LastLines. | ||
| 9AD7 | LD DE,$9B51 | Point DE at DefeatMessage_TextFailed. | ||
| 9ADA | LD B,$02 | There are two lines to print. | ||
| 9ADC | CALL PrintTextList | Print them using PrintTextList. | ||
| 9ADF | LD DE,$C2E9 | Point DE at GameLostTune. | ||
| 9AE2 | CALL PlayMusic | Play it using PlayMusic. | ||
| 9AE5 | JP LoseGame_Wait | Wait for a while and end the game using LoseGame_Wait. | ||
|
The player has activated at least eight sectors.
|
||||
| EndRound_Continue | 9AE8 | LD DE,$9B73 | Point DE' at the attributes of the last two lines of the victory message. | |
| 9AEB | EXX | Switch to the shadow registers. | ||
| 9AEC | LD HL,$9B7B | Point HL at VictoryMessage_Coordinates_LastLines. | ||
| 9AEF | LD DE,$9BAC | Point DE at VictoryMessage_TextContinue. | ||
| 9AF2 | LD B,$02 | There are two lines to print. | ||
| 9AF4 | CALL PrintTextList | Print them using PrintTextList. | ||
| 9AF7 | JP WinRound_Tune | Play the victory tune and start the next round using WinRound_Tune. | ||
| Prev: 9A4B | Up: Map | Next: 9AFA |