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B5CC: Print Scores
Used by the routine at GameInitialisation.
Sets up the 1UP score.
Score_1UP B5CC LD HL,$4021 HL=4021 (screen buffer address).
B5CF LD DE,$9698 DE=1UP_Score_1.
B5D2 JR PrintScore Jump to PrintScore.
Sets up the 2UP score.
Score_2UP B5D4 LD HL,$4039 HL=4039 (screen buffer address).
B5D7 LD DE,$969B DE=2UP_Score_1.
B5DA JR PrintScore Jump to PrintScore.
Sets up the HI score.
Score_HI B5DC LD HL,$402D HL=402D (screen buffer address).
B5DF LD DE,$B304 DE=Top_HighScore_1.
Prints the score.
PrintScore B5E2 LD B,$03 B=03.
This entry point is used by the routines at PrintRoomsVisited and HallOfFame.
PrintScore_Loop B5E4 LD A,(DE) A=DE.
B5E5 RRCA A=A / 10.
B5E6 RRCA
B5E7 RRCA
B5E8 RRCA
B5E9 AND %00001111 Keep only bits 0-3.
B5EB ADD A,$30 A=A + 30 (convert to ASCII).
B5ED CALL PrintScreen Call PrintScreen.
This entry point is used by the routine at PrintRoomsVisited.
Score_1UP_0 B5F0 LD A,(DE) A=DE.
B5F1 AND %00001111 Keep only bits 0-3.
B5F3 ADD A,$30 A=A + 30 (convert to ASCII).
B5F5 CALL PrintScreen Call PrintScreen.
B5F8 INC DE Increment DE by one.
B5F9 DJNZ PrintScore_Loop Decrease counter by one and loop back to PrintScore_Loop until counter is zero.
B5FB RET Return.
View the equivalent code in;
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