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Routines |
Prev: FD6D | Up: Map | Next: FDB5 |
Used by the routine at GameStart_Alias.
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GameStart | FD82 | LD HL,$FDB5 | Copy 0144 bytes from DefaultGameState to Table_ItemLocations. | |
FD85 | LD DE,$BBF0 | |||
FD88 | LD BC,$0144 | |||
FD8B | LDIR | |||
Remove a bunch of room exits (as actions in the game will open them back up).
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FD8D | LD IX,$ED9E | IX=Table_ConfigurableExits. | ||
FD91 | LD A,($BD32) | B=*Count_ConfigurableExits. | ||
FD94 | LD B,A | |||
FD95 | XOR A | Set A to 00 which "removes" the exit. | ||
GameStart_Loop | FD96 | LD L,(IX+$00) | L=*IX+00. | |
FD99 | LD H,(IX+$01) | H=*IX+01. | ||
FD9C | LD (HL),A | Write A to *HL. | ||
FD9D | INC IX | Move to the next address in the table. | ||
FD9F | INC IX | |||
FDA1 | DJNZ GameStart_Loop | Decrease the exits counter by one and loop back to GameStart_Loop until all the room exits have been cleared. | ||
Ensure two exits are "open" (as they can become blocked in the game).
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FDA3 | LD A,$2F | Enable the exit "west to room 2F" for The Canyon. | ||
FDA5 | LD ($EC27),A | |||
FDA8 | LD A,$30 | Enable the exit "north to room 30" for The Secluded Beach. | ||
FDAA | LD ($EC2A),A | |||
FDAD | LD A,$03 | Call EF54 to room 03: Your Ship. | ||
FDAF | CALL $EF54 | |||
FDB2 | JP GameLoop | Jump to GameLoop. |
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