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Routines |
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Used by the routine at MainLoop.
Shows the message that is used when every sector has been destroyed, plays the defeat tune and then ends the game.
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| LoseGame | 39458 | LD A,71 | Use bright white on black as the attribute. | |
| 39460 | CALL ClearPlayWindowWithAttributes | Clear the play window using ClearPlayWindowWithAttributes. | ||
| 39463 | LD DE,39718 | Point DE' at the attributes of the four lines of text (see DefeatMessage_Attributes). | ||
| 39466 | EXX | Switch to the shadow registers, as PrintTextList expects the attributes there. | ||
| 39467 | LD HL,39722 | Point HL at DefeatMessage_Coordinates. | ||
| 39470 | LD DE,39730 | Point DE at DefeatMessage_Text. | ||
| 39473 | LD B,4 | There are four lines to print. | ||
| 39475 | CALL PrintTextList | Print them using PrintTextList. | ||
| 39478 | LD DE,49897 | Point DE at GameLostTune. | ||
| 39481 | CALL PlayMusic | Play it using PlayMusic. | ||
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This entry point is used by the routine at EndRound.
This entry point waits for a while and then ends the game.
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| LoseGame_Wait | 39484 | LD HL,0 | Set up a delay of 65536 iterations of the outer loop... | |
| 39487 | LD B,0 | ...using B as the second counter. | ||
| LoseGame_Delay | 39489 | DEC H | Count down. | |
| 39490 | LD A,L | Loop back until the high byte has counted down to zero. | ||
| 39491 | OR H | |||
| 39492 | JR NZ,LoseGame_Delay | |||
| 39494 | DJNZ LoseGame_Delay | Loop back until B has counted down to zero too. | ||
| 39496 | JP GameOver | End the game using GameOver. | ||
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