Routines |
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Used by the routines at LevelNew and PlayerInit.
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Controller for 1UP lives.
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DisplayPlayerLives | 7325 | LD HL,$0040 | Call ScreenAddress with 0040 (screen buffer address) for 1UP lives. | |
7328 | CALL ScreenAddress | |||
732B | CALL ControllerActiveLives | A=1UP lives remaining (by calling ControllerActiveLives). | ||
732E | AND A | If 1UP lives are zero, jump to Handler1UPNoLives. | ||
732F | JR Z,Handler1UPNoLives | |||
7331 | CALL HandlerDisplayLives | Else, there are lives to display so call HandlerDisplayLives. | ||
Controller for 2UP lives.
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Controller2UPLives | 7334 | LD HL,$00B0 | Call ScreenAddress with 00B0 (screen buffer address) for 2UP lives. | |
7337 | CALL ScreenAddress | |||
733A | CALL ControllerInactiveLives | A=2UP lives remaining (by calling ControllerInactiveLives). | ||
733D | AND A | If 2UP lives are zero, jump to Handler2UPNoLives. | ||
733E | JR Z,Handler2UPNoLives | |||
Handles displaying the lives count and UDG character.
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HandlerDisplayLives | 7340 | ADD A,$30 | Add 30 to convert to an ASCII character (starting at "0" character). | |
7342 | CALL PrintScreen | Call PrintScreen. | ||
7345 | LD DE,$735C | DE=UDG_Life. | ||
7348 | PUSH BC | Stash BC and DE on the stack. | ||
7349 | PUSH DE | |||
734A | JP PrintScreen_0 | Jump to PrintScreen_0. | ||
1UP has no lives.
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Handler1UPNoLives | 734D | CALL Handler2UPNoLives | Call Handler2UPNoLives. | |
7350 | JR Controller2UPLives | Jump to Controller2UPLives. | ||
2UP has no lives.
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Handler2UPNoLives | 7352 | LD A,$20 | A=ASCII " " (SPACE). | |
7354 | CALL PrintScreen | Call PrintScreen. | ||
7357 | LD A,$20 | A=ASCII " " (SPACE). | ||
7359 | JP PrintScreen | Jump to PrintScreen. | ||
The UDG for the lives icon.
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UDG_Life | 735C | DEFB %00011000 | ||
735D | DEFB %00100100 | |||
735E | DEFB %00111100 | |||
735F | DEFB %01111110 | |||
7360 | DEFB %01011010 | |||
7361 | DEFB %00111100 | |||
7362 | DEFB %00111100 | |||
7363 | DEFB %01100110 | |||
Controller for the currently active player.
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ControllerActiveLives | 7364 | LD A,($5E1E) | If Current_Player is not zero then jump to InactivePlayerLives. | |
7367 | AND A | |||
7368 | JR NZ,InactivePlayerLives | |||
Return currently active players Lives left.
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ActivePlayerLives | 736A | LD A,($5E38) | A=CurrentPlayer_Lives. | |
736D | RET | Return. | ||
Return inactive players Lives left.
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InactivePlayerLives | 736E | LD A,($5E3A) | A=InactivePlayer_Lives. | |
7371 | RET | Return. | ||
Controller for the inactive player.
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ControllerInactiveLives | 7372 | LD A,($5E1E) | If Current_Player is zero then jump to InactivePlayerLives. | |
7375 | AND A | |||
7376 | JR Z,InactivePlayerLives | |||
7378 | JR ActivePlayerLives | Jump to ActivePlayerLives. | ||
View the equivalent code in;
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