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Routines |
| Prev: 95BE | Up: Map | Next: 95ED |
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Used by the routine at InitialiseGame.
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| CreateInterruptByteJumpTable | 95D2 | LD HL,$FE00 | HL=InterruptLowOrderByteJumpTable. | |
| 95D5 | LD A,H | I=FE. | ||
| 95D6 | LD I,A | |||
| 95D8 | DEC A | A=FD. | ||
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Write FD from InterruptLowOrderByteJumpTable for 0100 bytes. All will become clear soon...
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| CreateInterruptByteJumpTable_Loop | 95D9 | LD (HL),A | Write A to *HL. | |
| 95DA | INC L | Increment L by one. | ||
| 95DB | JR NZ,CreateInterruptByteJumpTable_Loop | Jump to CreateInterruptByteJumpTable_Loop if L is not equal to 00. | ||
| 95DD | INC H | Increment H by one. | ||
| 95DE | LD (HL),A | Write A to *HL. | ||
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Write
JP InterruptRoutine to *AliasInterruptRedirect
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| 95DF | LD A,$C3 | Write JP (C3) to *AliasInterruptRedirect. |
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| 95E1 | LD ($FDFD),A | |||
| 95E4 | LD HL,$95ED | Write InterruptRoutine to *FDFE. | ||
| 95E7 | LD ($FDFE),HL | |||
| 95EA | IM 2 | Set interrupt mode 02. | ||
| 95EC | RET | Return. | ||
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