Routines |
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GameInitialisation | 6CAA | CALL PrintGameDisplay | Call PrintGameDisplay. | |
This entry point is used by the routine at 76D7.
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GameInitialisation_0 | 6CAD | LD HL,$3400 | Write 3400 to *Fuel. | |
6CB0 | LD ($783C),HL | |||
6CB3 | LD HL,$7815 | HL=7815. | ||
6CB6 | LD (HL),$00 | Write 00 to *HL. | ||
6CB8 | DEC L | Decrease L by one. | ||
6CB9 | LD (HL),$00 | Write 00 to *HL. | ||
6CBB | LD L,$1A | L=1A. | ||
6CBD | LD (HL),$01 | Write 01 to *HL. | ||
6CBF | INC L | Increment L by one. | ||
6CC0 | LD (HL),$00 | Write 00 to *HL. | ||
6CC2 | INC L | Increment L by one. | ||
6CC3 | LD (HL),$00 | Write 00 to *HL. | ||
6CC5 | INC L | Increment L by one. | ||
6CC6 | LD (HL),$B2 | Write B2 to *HL. | ||
6CC8 | LD L,$21 | L=21. | ||
6CCA | LD B,$03 | B=03. | ||
GameInitialisation_1 | 6CCC | LD (HL),$80 | Write 80 to *HL. | |
6CCE | INC L | Increment L by one. | ||
6CCF | DJNZ GameInitialisation_1 | Decrease counter by one and loop back to GameInitialisation_1 until counter is zero. | ||
6CD1 | LD B,$08 | B=08. | ||
GameInitialisation_2 | 6CD3 | LD (HL),$00 | Write 00 to *HL. | |
6CD5 | INC L | Increment L by one. | ||
6CD6 | DJNZ GameInitialisation_2 | Decrease counter by one and loop back to GameInitialisation_2 until counter is zero. | ||
6CD8 | INC L | Increment L by two. | ||
6CD9 | INC L | |||
6CDA | LD (HL),$13 | Write 13 to *HL. | ||
6CDC | INC L | Increment L by one. | ||
6CDD | LD (HL),$A1 | Write A1 to *HL. | ||
6CDF | INC L | Increment L by one. | ||
6CE0 | LD (HL),$03 | Write 03 to *HL. | ||
6CE2 | INC L | Increment L by one. | ||
6CE3 | LD (HL),$00 | Write 00 to *HL. | ||
6CE5 | INC L | Increment L by one. | ||
6CE6 | LD (HL),$BB | Write BB to *HL. | ||
6CE8 | INC L | Increment L by one. | ||
6CE9 | LD (HL),$0B | Write 0B to *HL. | ||
6CEB | INC L | Increment L by one. | ||
6CEC | LD (HL),$00 | Write 00 to *HL. | ||
6CEE | CALL $6500 | Call 6500. | ||
6CF1 | LD L,$10 | L=10. | ||
See InitialiseDemoMode.
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6CF3 | LD A,($782D) | Jump to GameInitialisation_5 if the game is not in "demo mode" (the high-order byte of ControlMethod_Pointer does not contain 73). | ||
6CF6 | CP $73 | |||
6CF8 | JR NZ,GameInitialisation_5 | |||
6CFA | LD HL,$A1E0 | HL=A1E0. | ||
GameInitialisation_3 | 6CFD | LD A,(HL) | A=*HL. | |
6CFE | DEC L | Decrease L by one. | ||
6CFF | DEC A | Decrease A by one. | ||
6D00 | JR Z,GameInitialisation_4 | Jump to GameInitialisation_4 if A is zero. | ||
6D02 | CP $31 | Jump to GameInitialisation_3 if A is higher than 31. | ||
6D04 | JR NC,GameInitialisation_3 | |||
6D06 | CP $2D | Jump to GameInitialisation_3 if A is lower than 2D. | ||
6D08 | JR C,GameInitialisation_3 | |||
GameInitialisation_4 | 6D0A | LD A,L | A=L. | |
6D0B | INC A | Increment A by one. | ||
6D0C | LD ($782E),A | Write A to *782E. | ||
6D0F | DEC L | Decrease L by two. | ||
6D10 | DEC L | |||
GameInitialisation_5 | 6D11 | LD H,$9E | H=9E. | |
6D13 | XOR A | A=00. | ||
6D14 | CALL $6800 | Call 6800. | ||
This entry point is used by the routine at 6E18.
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GameInitialisation_6 | 6D17 | LD A,($5C78) | A=*FRAMES. | |
6D1A | INC A | Increment A by one. | ||
6D1B | JP $EBF6 | Jump to EBF6. |
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