Routines |
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Used by the routines at AroundTheClock and AADC.
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9D42 | CALL Initialise_AYSound | Call Initialise_AYSound. | ||
9D45 | LD A,($9B2C) | A=*9B2C. | ||
9D48 | AND A | Jump to 9D53 if *9B2C is zero. | ||
9D49 | JR Z,$9D53 | |||
9D4B | CALL $A41E | Call A41E. | ||
9D4E | LD A,$02 | Write 02 to *9B0F. | ||
9D50 | LD ($9B0F),A | |||
This entry point is used by the routine at A272.
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9D53 | CALL Initialise_AYSound | Call Initialise_AYSound. | ||
9D56 | LD A,($9B2C) | Jump to 9D6A if *9B2C is zero. | ||
9D59 | AND A | |||
9D5A | JR Z,$9D6A | |||
9D5C | LD A,($9B2D) | Jump to AA0A if *9B2D is zero. | ||
9D5F | AND A | |||
9D60 | JP Z,$AA0A | |||
9D63 | LD A,($9B2A) | Jump to Messaging_HardLuck if *9B2A is not equal to zero. | ||
9D66 | AND A | |||
9D67 | JP NZ,Messaging_HardLuck | |||
9D6A | XOR A | Write 00 to; | ||
9D6B | LD ($9B06),A | |||
9D6E | LD ($9B04),A | |||
9D71 | LD ($9B05),A | |||
9D74 | LD HL,$9B25 | HL=9B25. | ||
9D77 | DEC (HL) | Decrease *HL by one. | ||
9D78 | JP P,$9DB3 | Jump to 9DB3 if *HL is greater than or equal to A. | ||
9D7B | PUSH HL | Stash HL on the stack. | ||
9D7C | LD HL,$9B07 | HL=9B07. | ||
9D7F | LD A,($9B10) | E=*9B10. | ||
9D82 | LD E,A | |||
9D83 | LD D,$00 | D=00. | ||
9D85 | ADD HL,DE | HL+=DE. | ||
9D86 | LD A,(HL) | A=*HL. | ||
9D87 | POP HL | Restore HL from the stack. | ||
9D88 | LD (HL),A | Write A to *HL. | ||
Increment the floating hand frame number.
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9D89 | LD A,($9AC7) | A=*FloatingHand_FrameNumber. | ||
9D8C | INC A | Increment A by one. | ||
9D8D | LD ($9AC7),A | Write the updated frame number back to *FloatingHand_FrameNumber. | ||
Have we gone past the last frame?
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9D90 | CP $06 | Jump to CalculateHand_Offset if the frame number is not equal to 06. | ||
9D92 | JR NZ,CalculateHand_Offset | |||
The frame count has gone too high, so reset it.
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9D94 | XOR A | Reset *FloatingHand_FrameNumber back to 00. | ||
9D95 | LD ($9AC7),A | |||
Convert the frame count to an offset in DE.
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CalculateHand_Offset | 9D98 | LD A,($9AC7) | A=*FloatingHand_FrameNumber. | |
9D9B | ADD A,A | Multiply A by 04 and store the result in E. | ||
9D9C | ADD A,A | |||
9D9D | LD E,A | |||
9D9E | LD D,$00 | D=00. | ||
Now fetch the frame and mask pointers from the table at Table_FloatingHandGraphics.
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9DA0 | LD HL,$9AC8 | Add the offset in DE to Table_FloatingHandGraphics. | ||
9DA3 | ADD HL,DE | |||
9DA4 | LD E,(HL) | Fetch the frame graphic data pointer and store it in DE. | ||
9DA5 | INC HL | |||
9DA6 | LD D,(HL) | |||
9DA7 | LD ($9B13),DE | Write DE to *FloatingHand_GraphicData. | ||
9DAB | INC HL | Fetch the mask graphic data pointer and store it in DE. | ||
9DAC | LD E,(HL) | |||
9DAD | INC HL | |||
9DAE | LD D,(HL) | |||
9DAF | LD ($9B15),DE | Write DE to *FloatingHand_MaskData. | ||
9DB3 | LD A,($F821) | Jump to A2AD if bit 4 of *ControlByte is unset. | ||
9DB6 | BIT 4,A | |||
9DB8 | JP Z,$A2AD | |||
9DBB | LD HL,$9AA9 | HL=9AA9. | ||
9DBE | INC (HL) | Increment *HL by one. | ||
9DBF | LD HL,$0001 | Write 0001 to *9B1B. | ||
9DC2 | LD ($9B1B),HL | |||
9DC5 | LD HL,$0064 | Write 0064 to *9B1D. | ||
9DC8 | LD ($9B1D),HL | |||
9DCB | LD A,($9B11) | A=*9B11. | ||
9DCE | ADD A,$10 | A+=10. | ||
9DD0 | LD ($9B12),A | Write A to *9B12. | ||
9DD3 | LD HL,($9AC3) | HL=*FloatingHandCoordinates. | ||
9DD6 | INC L | Increment L by one. | ||
9DD7 | LD A,H | A=H. | ||
9DD8 | SUB $05 | A-=05. | ||
9DDA | LD H,A | H=A. | ||
9DDB | LD ($9AC5),HL | Write HL to *9AC5. | ||
9DDE | LD A,($9B0F) | A=*9B0F. | ||
9DE1 | INC A | Increment A by one. | ||
9DE2 | LD ($9B0F),A | Write A to *9B0F. | ||
9DE5 | LD HL,$8940 | Write Graphics_HandNoDart to *FloatingHand_GraphicData. | ||
9DE8 | LD ($9B13),HL | |||
9DEB | LD HL,$8AC8 | Write Graphics_HandMaskNoDart to *FloatingHand_MaskData. | ||
9DEE | LD ($9B15),HL | |||
9DF1 | LD HL,$8C50 | Copy 0120 bytes of data from *Graphics_ThrownDart to *9B35. | ||
9DF4 | LD DE,$9B35 | |||
9DF7 | LD BC,$0120 | |||
9DFA | LDIR | |||
9DFC | LD HL,$9B35 | HL=9B35. | ||
9DFF | LD B,$03 | B=03. | ||
9E01 | LD A,$A7 | Write A7 to *A641. | ||
9E03 | LD ($A641),A | |||
9E06 | PUSH BC | Stash BC and HL on the stack. | ||
9E07 | PUSH HL | |||
9E08 | CALL $A639 | Call A639. | ||
9E0B | POP HL | Restore HL from the stack. | ||
9E0C | LD DE,$0030 | HL+=0030. | ||
9E0F | ADD HL,DE | |||
9E10 | POP BC | Restore BC from the stack. | ||
9E11 | DJNZ $9E06 | Decrease counter by one and loop back to 9E06 until counter is zero. | ||
9E13 | LD B,$03 | B=03. | ||
9E15 | LD A,$37 | Write 37 to *A641. | ||
9E17 | LD ($A641),A | |||
9E1A | PUSH BC | Stash BC and HL on the stack. | ||
9E1B | PUSH HL | |||
9E1C | CALL $A639 | Call A639. | ||
9E1F | POP HL | Restore HL from the stack. | ||
9E20 | LD DE,$0030 | HL+=0030. | ||
9E23 | ADD HL,DE | |||
9E24 | POP BC | Restore BC from the stack. | ||
9E25 | DJNZ $9E1A | Decrease counter by one and loop back to 9E1A until counter is zero. | ||
9E27 | LD HL,$9B35 | Write 9B35 to *9B17. | ||
9E2A | LD ($9B17),HL | |||
9E2D | LD HL,$9BC5 | Write 9BC5 to *9B19. | ||
9E30 | LD ($9B19),HL | |||
9E33 | LD HL,$9AC4 | HL=9AC4. | ||
9E36 | INC (HL) | Increment *HL by one. | ||
9E37 | CALL Handler_FloatingHand | Call Handler_FloatingHand. | ||
9E3A | CALL $A491 | Call A491. | ||
9E3D | LD B,$10 | B=10. | ||
9E3F | PUSH BC | Stash BC on the stack. | ||
9E40 | LD BC,($9B1B) | BC=*9B1B. | ||
9E44 | DEC BC | Decrease BC by one. | ||
9E45 | LD A,B | Jump to 9E44 until BC is zero. | ||
9E46 | OR C | |||
9E47 | JR NZ,$9E44 | |||
9E49 | LD HL,($9B1B) | HL=*9B1B. | ||
9E4C | LD BC,($9B1D) | BC=*9B1D. | ||
9E50 | ADD HL,BC | HL+=BC. | ||
9E51 | LD ($9B1B),HL | Write HL to *9B1B. | ||
9E54 | LD HL,$9B12 | HL=9B12. | ||
9E57 | DEC (HL) | Decrease *HL by one. | ||
9E58 | CALL $A491 | Call A491. | ||
9E5B | POP BC | Restore BC from the stack. | ||
9E5C | DJNZ $9E3F | Decrease counter by one and loop back to 9E3F until counter is zero. | ||
Small pause.
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9E5E | LD BC,$1770 | BC=1770. | ||
SmallPause_Loop | 9E61 | DEC BC | Decrease BC by one. | |
9E62 | LD A,B | Jump to SmallPause_Loop until BC is zero. | ||
9E63 | OR C | |||
9E64 | JR NZ,SmallPause_Loop | |||
9E66 | LD B,$10 | B=10. | ||
9E68 | PUSH BC | Stash BC on the stack. | ||
9E69 | LD A,B | Jump to 9E7C if B is less than 08. | ||
9E6A | CP $08 | |||
9E6C | JR C,$9E7C | |||
9E6E | LD HL,$9B65 | Write 9B65 to *9B17. | ||
9E71 | LD ($9B17),HL | |||
9E74 | LD HL,$9BF5 | Write 9BF5 to *9B19. | ||
9E77 | LD ($9B19),HL | |||
9E7A | JR $9E88 | Jump to 9E88. | ||
9E7C | LD HL,$9B95 | Write 9B95 to *9B17. | ||
9E7F | LD ($9B17),HL | |||
9E82 | LD HL,$9C25 | Write 9C25 to *9B19. | ||
9E85 | LD ($9B19),HL | |||
9E88 | LD BC,($9B1B) | BC=*9B1B. | ||
9E8C | DEC BC | Decrease BC by one. | ||
9E8D | LD A,B | Jump to 9E8C until BC is zero. | ||
9E8E | OR C | |||
9E8F | JR NZ,$9E8C | |||
9E91 | LD HL,($9B1B) | HL=*9B1B. | ||
9E94 | LD BC,($9B1D) | BC=*9B1D. | ||
9E98 | SBC HL,BC | HL-=BC. | ||
9E9A | LD ($9B1B),HL | Write HL to *9B1B. | ||
9E9D | LD HL,$9B12 | HL=9B12. | ||
9EA0 | INC (HL) | Increment *HL by one. | ||
9EA1 | CALL $A491 | Call A491. | ||
9EA4 | POP BC | Restore BC from the stack. | ||
9EA5 | DJNZ $9E68 | Decrease counter by one and loop back to 9E68 until counter is zero. | ||
9EA7 | CALL Sounds_OpponentDart | Call Sounds_OpponentDart. | ||
9EAA | LD HL,$9C55 | HL=9C55. | ||
9EAD | LD DE,$004A | DE=004A. | ||
9EB0 | LD A,($9B0F) | A=*9B0F. | ||
9EB3 | DEC A | Decrease A by one. | ||
9EB4 | JR Z,$9EBA | Jump to 9EBA if A is equal to C. | ||
9EB6 | ADD HL,DE | HL+=DE. | ||
9EB7 | DEC A | Decrease A by one. | ||
9EB8 | JR $9EB4 | Jump to 9EB4. | ||
9EBA | LD DE,($9AC5) | DE=*9AC5. | ||
9EBE | DEC E | Decrease E by one. | ||
9EBF | LD (HL),E | Write E to *HL. | ||
9EC0 | INC HL | Increment HL by one. | ||
9EC1 | LD (HL),D | Write D to *HL. | ||
9EC2 | INC HL | Increment HL by one. | ||
9EC3 | INC D | Increment D by two. | ||
9EC4 | INC D | |||
9EC5 | CALL $A4AB | Call A4AB. | ||
9EC8 | LD B,$05 | B=05. | ||
9ECA | LD DE,($9AC5) | DE=*9AC5. | ||
9ECE | LD HL,$7800 | HL=7800. | ||
9ED1 | CALL $A774 | Call A774. | ||
9ED4 | LD A,($9AC5) | Multiply *9AC5 by 08 and store the result in B. | ||
9ED7 | ADD A,A | |||
9ED8 | ADD A,A | |||
9ED9 | ADD A,A | |||
9EDA | LD B,A | |||
9EDB | LD A,($9B10) | A=*9B10. | ||
9EDE | ADD A,B | A+=B. | ||
9EDF | LD B,$A0 | B=A0. | ||
9EE1 | SUB B | A-=B. | ||
9EE2 | ADD A,$02 | A+=02. | ||
9EE4 | LD ($9B28),A | Write A to *9B28. | ||
9EE7 | LD E,A | E=A. | ||
9EE8 | LD D,$00 | D=00. | ||
9EEA | LD A,($9AC6) | A=*9AC6. | ||
9EED | ADD A,$03 | A+=03. | ||
9EEF | ADD A,A | A+=A. | ||
9EF0 | ADD A,A | A+=A. | ||
9EF1 | ADD A,A | A+=A. | ||
9EF2 | LD B,A | B=A. | ||
9EF3 | LD A,($9B11) | A=*9B11. | ||
9EF6 | ADD A,B | A+=B. | ||
9EF7 | LD B,A | B=A. | ||
9EF8 | LD A,$C0 | A=C0. | ||
9EFA | SUB B | A-=B. | ||
9EFB | LD B,$60 | B=60. | ||
9EFD | SUB B | A-=B. | ||
9EFE | ADD A,$02 | A+=02. | ||
9F00 | LD ($9B29),A | Write A to *9B29. | ||
9F03 | LD H,A | H=A. | ||
9F04 | LD L,$00 | L=00. | ||
9F06 | LD A,E | A=E. | ||
9F07 | AND A | Jump to 9F18 if D is greater than or equal to A. | ||
9F08 | JP P,$9F18 | |||
9F0B | NEG | NEG. | ||
9F0D | LD E,A | E=A. | ||
9F0E | LD A,H | A=H. | ||
9F0F | AND A | Jump to 9F27 if D is greater than or equal to A. | ||
9F10 | JP P,$9F27 | |||
9F13 | NEG | NEG. | ||
9F15 | LD H,A | H=A. | ||
9F16 | JR $9F2C | Jump to 9F2C. | ||
9F18 | LD A,H | A=H. | ||
9F19 | AND A | Jump to 9F22 if D is greater than or equal to A. | ||
9F1A | JP P,$9F22 | |||
9F1D | NEG | NEG. | ||
9F1F | LD H,A | H=A. | ||
9F20 | JR $9F31 | Jump to 9F31. | ||
9F22 | LD BC,$9AEC | BC=9AEC. | ||
9F25 | JR $9F34 | Jump to 9F34. | ||
9F27 | LD BC,$9AF2 | BC=9AF2. | ||
9F2A | JR $9F34 | Jump to 9F34. | ||
9F2C | LD BC,$9AF8 | BC=9AF8. | ||
9F2F | JR $9F34 | Jump to 9F34. | ||
9F31 | LD BC,$9AFE | BC=9AFE. | ||
9F34 | LD ($9ABD),BC | Write BC to *9ABD. | ||
9F38 | LD A,E | A=E. | ||
9F39 | AND A | Jump to 9F41 if D is not equal to A. | ||
9F3A | JR NZ,$9F41 | |||
9F3C | LD BC,$0646 | BC=0646. | ||
9F3F | JR $9F4A | Jump to 9F4A. | ||
9F41 | LD BC,$0000 | BC=0000. | ||
9F44 | SBC HL,DE | HL-=DE (with carry). | ||
9F46 | INC BC | Increment BC by one. | ||
9F47 | JR NC,$9F44 | Jump to 9F44 if BC is greater than or equal to A. | ||
9F49 | DEC BC | Decrease BC by one. | ||
9F4A | LD H,B | H=B. | ||
9F4B | LD L,C | L=C. | ||
9F4C | XOR A | A=00. | ||
9F4D | LD DE,$9AE0 | DE=9AE0. | ||
9F50 | EX DE,HL | Exchange the DE and HL registers. | ||
9F51 | LD C,(HL) | C=*HL. | ||
9F52 | INC HL | Increment HL by one. | ||
9F53 | LD B,(HL) | B=*HL. | ||
9F54 | INC HL | Increment HL by one. | ||
9F55 | EX DE,HL | Exchange the DE and HL registers. | ||
9F56 | AND A | Set flags. | ||
9F57 | SBC HL,BC | HL-=BC. | ||
9F59 | ADD HL,BC | HL+=BC. | ||
9F5A | JR NC,$9F5F | Jump to 9F5F if HL is greater than or equal to A. | ||
9F5C | INC A | Increment A by one. | ||
9F5D | JR $9F50 | Jump to 9F50. | ||
9F5F | LD HL,($9ABD) | HL=*9ABD. | ||
9F62 | LD E,A | E=A. | ||
9F63 | LD D,$00 | D=00. | ||
9F65 | ADD HL,DE | HL+=DE. | ||
9F66 | LD A,(HL) | A=*HL. | ||
9F67 | LD ($AF49),A | Write A to *AF49. | ||
9F6A | LD ($9B2E),A | Write A to *9B2E. | ||
9F6D | XOR A | Write 00 to *AF4A. | ||
9F6E | LD ($AF4A),A | |||
9F71 | LD A,($9B28) | A=*9B28. | ||
9F74 | AND A | Jump to 9F7A if A is greater than or equal to A. | ||
9F75 | JP P,$9F7A | |||
9F78 | NEG | NEG. | ||
9F7A | LD E,A | E=A. | ||
9F7B | LD D,$00 | D=00. | ||
9F7D | LD HL,$0000 | HL=0000. | ||
9F80 | AND A | Jump to 9F87 if A is equal to A. | ||
9F81 | JR Z,$9F87 | |||
9F83 | ADD HL,DE | HL+=DE. | ||
9F84 | DEC A | Decrease A by one. | ||
9F85 | JR $9F80 | Jump to 9F80. | ||
9F87 | PUSH HL | Stash HL on the stack. | ||
9F88 | LD A,($9B29) | A=*9B29. | ||
9F8B | AND A | Jump to 9F91 if A is greater than or equal to A. | ||
9F8C | JP P,$9F91 | |||
9F8F | NEG | NEG. | ||
9F91 | LD E,A | E=A. | ||
9F92 | LD D,$00 | D=00. | ||
9F94 | LD HL,$0000 | HL=0000. | ||
9F97 | AND A | Jump to 9F9E if A is equal to A. | ||
9F98 | JR Z,$9F9E | |||
9F9A | ADD HL,DE | HL+=DE. | ||
9F9B | DEC A | Decrease A by one. | ||
9F9C | JR $9F97 | Jump to 9F97. | ||
9F9E | EX DE,HL | Exchange the DE and HL registers. | ||
9F9F | POP HL | Restore HL from the stack. | ||
9FA0 | ADD HL,DE | HL+=DE. | ||
9FA1 | LD BC,$000A | BC=000A. | ||
9FA4 | AND A | Set flags. | ||
9FA5 | SBC HL,BC | HL-=BC. | ||
9FA7 | ADD HL,BC | HL+=BC. | ||
9FA8 | JR NC,$9FB9 | Jump to 9FB9 if A is greater than or equal to A. | ||
9FAA | LD A,$32 | A=32. | ||
9FAC | LD ($AF49),A | Write A to *AF49. | ||
9FAF | LD ($9B2E),A | Write A to *9B2E. | ||
9FB2 | LD HL,$9B05 | HL=9B05. | ||
9FB5 | LD (HL),$01 | Write 01 to *HL. | ||
9FB7 | JR $A010 | Jump to A010. | ||
9FB9 | LD BC,$003B | BC=003B. | ||
9FBC | AND A | Set flags. | ||
9FBD | SBC HL,BC | HL-=BC. | ||
9FBF | ADD HL,BC | HL+=BC. | ||
9FC0 | JR NC,$9FCC | Jump to 9FCC if A is greater than or equal to A. | ||
9FC2 | LD A,$19 | A=19. | ||
9FC4 | LD ($AF49),A | Write A to *AF49. | ||
9FC7 | LD ($9B2E),A | Write A to *9B2E. | ||
9FCA | JR $A010 | Jump to A010. | ||
9FCC | LD BC,$0678 | BC=0678. | ||
9FCF | AND A | Set flags. | ||
9FD0 | SBC HL,BC | HL-=BC. | ||
9FD2 | ADD HL,BC | HL+=BC. | ||
9FD3 | JR C,$A010 | Jump to A010 if A is less than A. | ||
9FD5 | LD BC,$0900 | BC=0900. | ||
9FD8 | AND A | Set flags. | ||
9FD9 | SBC HL,BC | HL-=BC. | ||
9FDB | ADD HL,BC | HL+=BC. | ||
9FDC | JR NC,$9FE9 | Jump to 9FE9 if A is greater than or equal to A. | ||
9FDE | LD A,($AF49) | A=*AF49. | ||
9FE1 | LD B,A | B=A. | ||
9FE2 | ADD A,A | A+=A. | ||
9FE3 | ADD A,B | A+=B. | ||
9FE4 | LD ($AF49),A | Write A to *AF49. | ||
9FE7 | JR $A010 | Jump to A010. | ||
9FE9 | LD BC,$12C2 | BC=12C2. | ||
9FEC | AND A | Set flags. | ||
9FED | SBC HL,BC | HL-=BC. | ||
9FEF | ADD HL,BC | HL+=BC. | ||
9FF0 | JR C,$A010 | Jump to A010 if A is less than A. | ||
9FF2 | LD BC,$1690 | BC=1690. | ||
9FF5 | AND A | Set flags. | ||
9FF6 | SBC HL,BC | HL-=BC. | ||
9FF8 | ADD HL,BC | HL+=BC. | ||
9FF9 | JR NC,$A009 | Jump to A009 if A is greater than or equal to A. | ||
9FFB | LD A,($AF49) | A=*AF49. | ||
9FFE | ADD A,A | A+=A. | ||
9FFF | LD ($AF49),A | Write A to *AF49. | ||
A002 | LD HL,$9B04 | Write 01 to *9B04. | ||
A005 | LD (HL),$01 | |||
A007 | JR $A010 | Jump to A010. | ||
A009 | XOR A | Write 00 to; | ||
A00A | LD ($AF49),A | |||
A00D | LD ($9B2E),A | |||
A010 | LD A,($9B2C) | A=*9B2C. | ||
A013 | AND A | Jump to A046 if A is equal to A. | ||
A014 | JR Z,$A046 | |||
A016 | CALL $A434 | Call A434. | ||
A019 | LD A,($9B2E) | B=*9B2E | ||
A01C | LD B,A | |||
A01D | LD A,($9B2D) | A=*9B2D. | ||
A020 | CP B | Jump to A0B9 if A is not equal to B. | ||
A021 | JP NZ,$A0B9 | |||
A024 | DEC A | Decrease A by one. | ||
A025 | LD ($9B2D),A | Write A to *9B2D. | ||
A028 | CALL PrintString_Loop | Call PrintString_Loop. | ||
A02B | DEFB $16,$05,$01 | PRINT AT: 05, 01. | ||
A02E | DEFM " " | " ". | ||
A033 | DEFB $16,$06,$01 | PRINT AT: 06, 01. | ||
A036 | DEFM " " | " ". | ||
A03B | DEFB $16,$07,$01 | PRINT AT: 07, 01. | ||
A03E | DEFM " " | " ". | ||
A043 | DEFB $FF | Terminator. | ||
A044 | JR $A0B9 | Jump to A0B9. | ||
A046 | LD DE,($AF49) | DE=*AF49. | ||
A04A | LD A,($AF49) | B=*AF49. | ||
A04D | LD B,A | |||
A04E | LD A,($9AAD) | A=*9AAD. | ||
A051 | ADD A,B | A+=B. | ||
A052 | LD ($9AAD),A | Write A to *9AAD. | ||
A055 | LD A,($9AB7) | Jump to A06B if *9AB7 is zero. | ||
A058 | AND A | |||
A059 | JR Z,$A06B | |||
A05B | LD A,($9AB8) | Jump to A066 if *ActivePlayer is zero. | ||
A05E | AND A | |||
A05F | JR Z,$A066 | |||
A061 | LD HL,($9AB0) | HL=*2UP_Total. | ||
A064 | JR $A06E | Jump to A06E. | ||
A066 | LD HL,($9AB2) | HL=*1UP_Total. | ||
A069 | JR $A06E | Jump to A06E. | ||
A06B | LD HL,($9B1F) | HL=*Total. | ||
A06E | SBC HL,DE | HL-=DE (with carry). | ||
A070 | JP C,Handler_Bust | Jump to Handler_Bust if ?? is less than A. | ||
A073 | JP NZ,$A08F | Jump to A08F if ?? is not equal to A. | ||
A076 | LD A,($9B04) | Jump to A087 if *9B04 is not equal to zero. | ||
A079 | AND A | |||
A07A | JP NZ,$A087 | |||
A07D | LD A,($9B05) | Jump to A087 if *9B05 is not equal to zero. | ||
A080 | AND A | |||
A081 | JP NZ,$A087 | |||
A084 | JP Handler_Bust | Jump to Handler_Bust. | ||
A087 | LD HL,$9B06 | Write 01 to *9B06. | ||
A08A | LD (HL),$01 | |||
A08C | JP Handler_Bust_0 | Jump to Handler_Bust_0. | ||
A08F | LD A,L | A=L. | ||
A090 | DEC A | Decrease A by one. | ||
A091 | OR H | Set the bits from H. | ||
A092 | JP Z,Handler_Bust | Jump to Handler_Bust if A is equal to H. | ||
A095 | LD A,($9AB7) | Jump to A0AB if *9AB7 is zero. | ||
A098 | AND A | |||
A099 | JR Z,$A0AB | |||
A09B | LD A,($9AB8) | Jump to A0A6 if *ActivePlayer is zero. | ||
A09E | AND A | |||
A09F | JR Z,$A0A6 | |||
A0A1 | LD ($9AB0),HL | Write HL to *2UP_Total. | ||
A0A4 | JR $A0AE | Jump to A0AE. | ||
A0A6 | LD ($9AB2),HL | Write HL to *1UP_Total. | ||
A0A9 | JR $A0AE | Jump to A0AE. | ||
A0AB | LD ($9B1F),HL | Write HL to *Total. | ||
A0AE | CALL $AE17 | Call AE17. | ||
A0B1 | LD A,($AF5E) | A=*AF5E. | ||
A0B4 | ADD A,$02 | A+=02. | ||
A0B6 | LD ($AF5E),A | Write A to *AF5E. | ||
A0B9 | CALL CopyFloatingHandToDartboard | Call CopyFloatingHandToDartboard. | ||
A0BC | LD HL,$0810 | Write 0810 to *FloatingHandCoordinates. | ||
A0BF | LD ($9AC3),HL | |||
A0C2 | CALL Handler_FloatingHand | Call Handler_FloatingHand. | ||
A0C5 | LD A,($9B2C) | Jump to 9D42 if *9B2C is not equal to zero. | ||
A0C8 | AND A | |||
A0C9 | JP NZ,$9D42 | |||
A0CC | LD A,($9B0F) | Jump to Handler_Bust_0 if *9B0F is equal to 03. | ||
A0CF | CP $03 | |||
A0D1 | JR Z,Handler_Bust_0 | |||
A0D3 | JP $A37A | Jump to A37A. |
Prev: 9D33 | Up: Map | Next: A0D6 |