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Routines |
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Load the screen, then the game image. The length check keeps the graphics and the code as two blocks.
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Load the first block: the loading screen.
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| TapeLoader | 23760 | LD IX,16384 | Load the screen from tape into the display file. | |
| 23764 | LD DE,6912 | |||
| 23767 | CALL TapeLoading | |||
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Choose one graphics block or two.
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| 23770 | LD HL,30000 | Jump to TapeLoader_Step2 when the pictures fit in one tape block. | ||
| 23773 | LD DE,39156 | |||
| 23776 | AND A | |||
| 23777 | SBC HL,DE | |||
| 23779 | JR NC,TapeLoader_Step2 | |||
| TapeLoader_Step1 | 23781 | LD IX,25000 | Load the engine, the text and the first pictures at GameEntryPoint. | |
| 23785 | LD DE,30000 | |||
| 23788 | CALL TapeLoading | |||
| 23791 | LD IX,55000 | Load the remaining pictures at 55000. | ||
| 23795 | LD DE,9156 | |||
| 23798 | CALL TapeLoading | |||
| 23801 | RET | Return. | ||
| TapeLoader_Step2 | 23802 | LD IX,25000 | Load the pictures and the code as one block at GameEntryPoint. | |
| 23806 | LD DE,39156 | |||
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The screen and split-graphics loads call here; the single-block load falls into it, so its return ends the loader.
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| TapeLoading | 23809 | LD A,69 | Load the data-block marker 69. | |
| 23811 | SCF | Set the carry flag so the ROM loads this block. | ||
| 23812 | CALL 2050 | Call LD_BLOCK. | ||
| 23815 | RET | Return. | ||
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View the equivalent code in;
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