Routines |
Prev: B482 | Up: Map | Next: B4E7 |
Used by the routine at Check_Music.
|
||||||||||
ThemeMusic | B494 | INC HL | Increment music data address pointer held in HL by one. | |||||||
The control character FE signifies a key change.
|
||||||||||
B495 | CP $FE | If A is not FE jump to ThemeMusic_CheckKeyChange. | ||||||||
B497 | JR NZ,ThemeMusic_CheckKeyChange | |||||||||
B499 | XOR A | A=00. | ||||||||
ThemeMusic_SetKey | B49A | LD ($B4EA),A | Write A to Flag_ThemeMusic_KeyChange. | |||||||
B49D | LD ($B4E7),HL | Write HL to Pointer_MusicData. | ||||||||
B4A0 | JR Check_Music | Jump to Check_Music. | ||||||||
The control character FF signifies a key change.
|
||||||||||
ThemeMusic_CheckKeyChange | B4A2 | CP $FF | If A is not FF jump to ThemeMusic_0. | |||||||
B4A4 | JR NZ,ThemeMusic_0 | |||||||||
B4A6 | LD A,$01 | A=01. | ||||||||
B4A8 | JR ThemeMusic_SetKey | Jump to ThemeMusic_SetKey. | ||||||||
ThemeMusic_0 | B4AA | PUSH AF | Stash AF on the stack. | |||||||
B4AB | LD A,(HL) | A=*HL. | ||||||||
B4AC | INC HL | Increment music data address pointer held in HL by one. | ||||||||
B4AD | LD ($B4E7),HL | Write HL to Pointer_MusicData. | ||||||||
B4B0 | OR A | If A is zero jump to ThemeMusic_3. | ||||||||
B4B1 | JR Z,ThemeMusic_3 | |||||||||
B4B3 | LD L,A | Create an offset in HL. | ||||||||
B4B4 | LD H,$00 | |||||||||
B4B6 | ADD HL,HL | HL*=02. | ||||||||
B4B7 | LD DE,$B537 | HL+=B537. | ||||||||
B4BA | ADD HL,DE | |||||||||
B4BB | LD C,(HL) | C=*HL. | ||||||||
B4BC | LD B,$00 | B=00. | ||||||||
B4BE | INC HL | Increment music data address pointer held in HL by one. | ||||||||
B4BF | LD E,(HL) | E=*HL. | ||||||||
B4C0 | LD D,B | D=00. | ||||||||
B4C1 | POP AF | Restore AF from the stack. | ||||||||
B4C2 | LD HL,$0000 | HL+=0000. | ||||||||
ThemeMusic_1 | B4C5 | ADD HL,DE | ||||||||
B4C6 | DEC A | Decrease A by one. | ||||||||
B4C7 | JR NZ,ThemeMusic_1 | Jump to ThemeMusic_1 until A is zero. | ||||||||
B4C9 | EX DE,HL | Switch the DE and HL registers. | ||||||||
B4CA | CALL Play_ThemeMusic | Call Play_ThemeMusic. | ||||||||
B4CD | LD A,($B4E9) | A=*TempStore_GameOptions. | ||||||||
B4D0 | CP $FF | Return if A is not FF. | ||||||||
B4D2 | RET NZ | |||||||||
ThemeMusic_2 | B4D3 | LD BC,$0320 | BC=0320. | |||||||
B4D6 | CALL Handler_GameMenuInput | Call Handler_GameMenuInput. | ||||||||
B4D9 | JR Check_Music | Jump to Check_Music. | ||||||||
ThemeMusic_3 | B4DB | LD BC,$19C8 | BC=19C8. | |||||||
B4DE | POP AF | Restore AF from the stack. | ||||||||
ThemeMusic_4 | B4DF | CALL Handler_GameMenuInput | Call Handler_GameMenuInput. | |||||||
B4E2 | DEC A | Decrease A by one. | ||||||||
B4E3 | JR NZ,ThemeMusic_4 | Jump to ThemeMusic_4 until A is zero. | ||||||||
B4E5 | JR ThemeMusic_2 | Jump to ThemeMusic_2. |
Prev: B482 | Up: Map | Next: B4E7 |