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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 | 48198 | LD IX,39269 | Use the character pairs (39245+24). | |
| 48202 | LD HL,0 | |||
| 48205 | PUSH HL | |||
| ProcessGameStatusEntries_Loop | 48206 | LD A,(IX+0) | Jump to ProcessGameStatusEntries_KeepMatchFlags if the record's flag byte is 255. | |
| 48209 | CP 255 | |||
| 48211 | JR Z,ProcessGameStatusEntries_KeepMatchFlags | |||
| 48213 | BIT 0,(IX+3) | Jump to ProcessGameStatusEntries_0 if the action-pending flag is clear. | ||
| 48217 | JR Z,ProcessGameStatusEntries_0 | |||
| 48219 | BIT 5,(IX+3) | Jump to ProcessGameStatusEntries_0 if a marker on the action flags is set. | ||
| 48223 | JR NZ,ProcessGameStatusEntries_0 | |||
| 48225 | PUSH IX | Call AdvancePointerAndCheckBit, keeping character record. | ||
| ProcessGameStatusEntries_0 | 48227 | CALL AdvancePointerAndCheckBit | ||
| 48230 | 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 | 48232 | POP HL | Restore the saved pointer from the stack. | |
| 48233 | LD A,H | See whether the pointer is empty. | ||
| 48234 | OR L | |||
| 48235 | RET Z | Return when the status pointer is empty. | ||
| 48236 | PUSH HL | Call CheckBitAndProcess to check bit and process. | ||
| 48237 | POP IX | |||
| 48239 | CALL CheckBitAndProcess | |||
| 48242 | JR ProcessGameStatusEntries_KeepMatchFlags | Go back to ProcessGameStatusEntries_KeepMatchFlags for the next status entry. | ||
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