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46540: Print Scores
Used by the routine at GameInitialisation.
Sets up the 1UP score.
Score_1UP 46540 LD HL,16417 HL=16417 (screen buffer address).
46543 LD DE,38552 DE=1UP_Score_1.
46546 JR PrintScore Jump to PrintScore.
Sets up the 2UP score.
Score_2UP 46548 LD HL,16441 HL=16441 (screen buffer address).
46551 LD DE,38555 DE=2UP_Score_1.
46554 JR PrintScore Jump to PrintScore.
Sets up the HI score.
Score_HI 46556 LD HL,16429 HL=16429 (screen buffer address).
46559 LD DE,45828 DE=Top_HighScore_1.
Prints the score.
PrintScore 46562 LD B,3 B=3.
This entry point is used by the routines at PrintRoomsVisited and HallOfFame.
PrintScore_Loop 46564 LD A,(DE) A=DE.
46565 RRCA A=A / 16.
46566 RRCA
46567 RRCA
46568 RRCA
46569 AND %00001111 Keep only bits 0-3.
46571 ADD A,48 A=A + 48 (convert to ASCII).
46573 CALL PrintScreen Call PrintScreen.
This entry point is used by the routine at PrintRoomsVisited.
Score_1UP_0 46576 LD A,(DE) A=DE.
46577 AND %00001111 Keep only bits 0-3.
46579 ADD A,48 A=A + 48 (convert to ASCII).
46581 CALL PrintScreen Call PrintScreen.
46584 INC DE Increment DE by one.
46585 DJNZ PrintScore_Loop Decrease counter by one and loop back to PrintScore_Loop until counter is zero.
46587 RET Return.
View the equivalent code in;
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