Routines |
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GameInitialisation | 39264 | CALL ClearBuffers | Call ClearBuffers. | |
39267 | XOR A | Set the border to black. | ||
39268 | OUT (254),A | |||
39270 | CALL ResetAttributes | Call ResetAttributes. | ||
39273 | CALL ResetScreen | Call ResetScreen. | ||
39276 | CALL 47362 | Call 47362. | ||
Set the attributes for the top banner (the whole line is INK:71).
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39279 | LD HL,22528 | HL=22528 (attribute buffer). | ||
39282 | LD BC,8263 | BC=counter:32 INK:71. | ||
CreateWindow_Loop_Banner | 39285 | LD (HL),C | Write 71 to the attribute buffer. | |
39286 | INC L | Move onto the next column. | ||
39287 | DJNZ CreateWindow_Loop_Banner | Decrease counter by one and loop back to CreateWindow_Loop_Banner until counter is zero. | ||
39289 | CALL PrintBanner | Call PrintBanner. | ||
Set the attributes for the score line (the whole line is INK:70).
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39292 | LD HL,22560 | HL=22560 (attribute buffer). | ||
39295 | LD BC,8262 | BC=counter:32 INK:70. | ||
CreateWindow_Loop_Score | 39298 | LD (HL),C | Write 70 to the attribute buffer. | |
39299 | INC L | Move onto the next column. | ||
39300 | DJNZ CreateWindow_Loop_Score | Decrease counter by one and loop back to CreateWindow_Loop_Score until counter is zero. | ||
39302 | CALL Score_1UP | Call Score_1UP. | ||
39305 | CALL Score_2UP | Call Score_2UP. | ||
39308 | CALL Score_HI | Call Score_HI. | ||
This entry point is used by the routine at GameOver_1UP.
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Game_Restart | 39311 | CALL HandlerGameMenu | Call HandlerGameMenu. | |
Writes 0 to every address from 1UP_Score_1 to SecurityCheck.
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39314 | LD HL,38552 | HL=38552. | ||
39317 | LD BC,706 | BC=706. | ||
39320 | CALL ClearBuffers_Loop | Call ClearBuffers_Loop. | ||
39323 | CALL Score_1UP | Call Score_1UP. | ||
39326 | CALL Score_2UP | Call Score_2UP. | ||
39329 | LD DE,48453 | DE=MusicData_GameInitialisation. | ||
39332 | CALL PlayAudio | Call PlayAudio. | ||
39335 | CALL 45524 | Call 45524. | ||
This entry point is used by the routine at 39453.
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GameInitialisation_0 | 39338 | LD SP,24576 | SP=GameEntry. | |
39341 | EI | Enable interrupts. | ||
39342 | LD IX,38670 | IX=38670. | ||
This entry point is used by the routine at 39408.
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GameInitialisation_1 | 39346 | LD A,(23672) | C=FRAMES. | |
39349 | LD C,A | |||
39350 | LD A,(38550) | A=LastFrame. | ||
39353 | CP C | |||
39354 | JR Z,GameInitialisation_2 | |||
FrameUpdate | 39356 | DI | Disable interrupts. | |
39357 | LD A,(23672) | Store FRAMES at LastFrame. | ||
39360 | LD (38550),A | |||
39363 | LD A,1 | Set FrameUpdated to 1 (frame has updated). | ||
39365 | LD (38551),A | |||
39368 | LD (38569),IX | |||
39372 | LD IX,38658 | IX=ImmortalData. | ||
GameInitialisation_2 | 39376 | LD A,R | ||
39378 | LD C,A | |||
39379 | LD A,(38549) | |||
39382 | ADC A,C | |||
39383 | LD (38549),A | |||
39386 | LD HL,39408 | Push 39408 onto the stack. | ||
39389 | PUSH HL | |||
39390 | LD BC,39742 | BC=JumpTable. | ||
39393 | LD A,(IX+0) | |||
39396 | LD L,A | |||
39397 | LD H,0 | |||
39399 | ADD HL,HL | |||
39400 | ADD HL,BC | |||
39401 | LD A,(HL) | |||
39402 | INC HL | |||
39403 | LD H,(HL) | |||
39404 | LD L,A | |||
39405 | JP IndirectJump | |||
View the equivalent code in;
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