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Routines |
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Used by the routines at StoreSetMarkPointer and ReadActionFlags.
See whether this byte is the end marker, then test the mark on this byte
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| ProcessGameStatusEntries | BC46 | LD IX,$9965 | Use the character pairs (994D+18). | |
| BC4A | LD HL,$0000 | |||
| BC4D | PUSH HL | |||
| ProcessGameStatusEntries_Loop | BC4E | LD A,(IX+$00) | Jump to ProcessGameStatusEntries_KeepMatchFlags if the record's flag byte is FF. | |
| BC51 | CP $FF | |||
| BC53 | JR Z,ProcessGameStatusEntries_KeepMatchFlags | |||
| BC55 | BIT 0,(IX+$03) | Jump to ProcessGameStatusEntries_0 if the action-pending flag is clear. | ||
| BC59 | JR Z,ProcessGameStatusEntries_0 | |||
| BC5B | BIT 5,(IX+$03) | Jump to ProcessGameStatusEntries_0 if a marker on the action flags is set. | ||
| BC5F | JR NZ,ProcessGameStatusEntries_0 | |||
| BC61 | PUSH IX | Call AdvancePointerAndCheckBit, keeping character record. | ||
| ProcessGameStatusEntries_0 | BC63 | CALL AdvancePointerAndCheckBit | ||
| BC66 | JR ProcessGameStatusEntries_Loop | Jump back to ProcessGameStatusEntries_Loop to read the record flag, see whether it is the end marker and jump to ProcessGameStatusEntries_KeepMatchFlags. | ||
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Keep the match flags before returning.
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| ProcessGameStatusEntries_KeepMatchFlags | BC68 | POP HL | Restore the saved pointer from the stack. | |
| BC69 | LD A,H | See whether the pointer is empty. | ||
| BC6A | OR L | |||
| BC6B | RET Z | Return when the status pointer is empty. | ||
| BC6C | PUSH HL | Call CheckBitAndProcess to check bit and process. | ||
| BC6D | POP IX | |||
| BC6F | CALL CheckBitAndProcess | |||
| BC72 | JR ProcessGameStatusEntries_KeepMatchFlags | Go back to ProcessGameStatusEntries_KeepMatchFlags for the next status entry. | ||
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