Routines |
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Used by the routine at GameInitialisation.
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Sets up the 1UP score.
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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.
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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.
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Score_HI | B5DC | LD HL,$402D | HL=402D (screen buffer address). | |
B5DF | LD DE,$B304 | DE=Top_HighScore_1. | ||
Prints the score.
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PrintScore | B5E2 | LD B,$03 | B=03. | |
This entry point is used by the routines at PrintRoomsVisited and HallOfFame.
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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.
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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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