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Routines |
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Used by the routines at TitleScreen and GoldfishGame.
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When a new game starts, the player lives have already been set to 4 in DisplayIntroductionScreen.
*GameState will be set to 2 after the player has collected the golden key and the game restarts. This is how the game ensures that the lives and booty count are not reset.
Game modes 1 and 2 appear to be mostly identical, however as the booty count is retained in the new game - this means the animals will continue to appear more frequently as the count checks if the number of items of booty is higher than 100. See the check at AnimalsEventTiming.
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StartGame | 53386 | LD A,(23537) | Jump to SetNormalGame if *PlayerLives is equal to 4. | |
53389 | CP 4 | |||
53391 | JR Z,SetNormalGame | |||
Else the game has been looped already so set *GameState accordingly.
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53393 | LD A,2 | Write "Game Looped Mode" (2) to *GameState. | ||
53395 | LD (23536),A | |||
53398 | JP NewGame | Jump to NewGame. | ||
This is a normal "new" game.
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SetNormalGame | 53401 | LD A,1 | Write "Normal Game" (1) to *GameState. | |
53403 | LD (23536),A | |||
Initialise...
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NewGame | 53406 | CALL InitialiseGame | Call InitialiseGame. | |
This looks as though the game might start the Goldfish Game if you reach here without losing all your lives?
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53409 | LD A,(23537) | Jump to DisplayIntroductionScreen if *PlayerLives is equal to 255. | ||
53412 | CP 255 | |||
53414 | JP Z,DisplayIntroductionScreen | |||
53417 | JP GoldfishGame_InitialiseGame | Jump to GoldfishGame_InitialiseGame. |
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