Routines |
Prev: 9A1D | Up: Map | Next: 9A68 |
Used by the routine at 9A1D.
|
||||
HandlerDestructableEnemies | 9A3C | LD A,($96B5) | If GameDelayTimer is not zero, return. | |
9A3F | AND A | |||
9A40 | RET NZ | |||
9A41 | LD A,($96B1) | If 96B1 is zero, jump to HandlerDestructableEnemies_0. | ||
9A44 | AND A | |||
9A45 | JR Z,HandlerDestructableEnemies_0 | |||
9A47 | DEC A | Decrease A by one. | ||
9A48 | LD ($96B1),A | Write the value back to 96B1. | ||
9A4B | RET | Return. | ||
HandlerDestructableEnemies_0 | 9A4C | LD A,($9702) | A=ImmortalData. | |
9A4F | SUB $10 | |||
9A51 | CP $20 | |||
9A53 | RET NC | |||
9A54 | LD IX,$9792 | IX=NastieData. | ||
9A58 | LD DE,$000C | DE=000C. | ||
9A5B | LD B,$06 | B=06 (counter). | ||
HandlerDestructableEnemies_1 | 9A5D | LD A,(IX+$00) | A=IX+00 (sprite reference). | |
9A60 | AND A | If A is zero, jump to 9A68. | ||
9A61 | JR Z,$9A68 | |||
9A63 | ADD IX,DE | IX=IX+DE. | ||
9A65 | DJNZ HandlerDestructableEnemies_1 | Decrease counter by one and loop back to HandlerDestructableEnemies_1 until counter is zero. | ||
9A67 | RET | Return. |
Prev: 9A1D | Up: Map | Next: 9A68 |