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882B: Game Start
Used by the routine at Alias_GameStart.
GameStart 882B LD A,($5C78) A=*FRAMES.
882E LD ($9557),A Write A to *9557.
8831 DI Disable interrupts.
This entry point is used by the routine at 89F5.
GameStart_0 8832 LD SP,$8829 SP=8829.
8835 CALL $88DA Call 88DA.
8838 CALL $89A2 Call 89A2.
883B LD A,$09 A=09.
883D OUT ($FE),A OUT CDFE
883F CALL $9394 Call 9394.
8842 CALL $93CA Call 93CA.
8845 CALL PrintMenuItems Call PrintMenuItems.
GameStart_1 8848 CALL $89C0 Call 89C0.
884B CALL $89D3 Call 89D3.
884E CALL $DA24 Call DA24.
8851 CALL $A68E Call A68E.
8854 CALL $8C47 Call 8C47.
8857 LD A,($6D88) Jump to GameStart_2 if *6D88 is not equal to 01.
885A CP $01
885C JR NZ,GameStart_2
885E CALL $A430 Call A430.
GameStart_2 8861 LD A,($6D88) Jump to GameStart_3 if *6D88 is not equal to 02.
8864 CP $02
8866 JR NZ,GameStart_3
8868 CALL $B8B6 Call B8B6.
886B CALL $B571 Call B571.
886E CALL $B785 Call B785.
8871 CALL $B7BD Call B7BD.
8874 CALL $B9EB Call B9EB.
8877 CALL $BA7D Call BA7D.
887A CALL $9216 Call 9216.
GameStart_3 887D LD A,($6D88) Jump to GameStart_4 if *6D88 is not equal to 03.
8880 CP $03
8882 JR NZ,GameStart_4
8884 CALL $C126 Call C126.
8887 CALL $C98E Call C98E.
888A CALL $C427 Call C427.
GameStart_4 888D LD A,($6D88) Jump to GameStart_5 if *6D88 is not equal to 04.
8890 CP $04
8892 JR NZ,GameStart_5
8894 CALL $CF69 Call CF69.
8897 CALL $D2B7 Call D2B7.
889A CALL $D6A8 Call D6A8.
889D CALL $D4BE Call D4BE.
GameStart_5 88A0 CALL $9394 Call 9394.
88A3 CALL $9374 Call 9374.
88A6 CALL PopulatePrimaryDisplay_LayoutData Call PopulatePrimaryDisplay_LayoutData.
88A9 CALL $94A5 Call 94A5.
88AC CALL $D956 Call D956.
88AF LD HL,$5B00 HL=5B00 (attribute buffer location).
88B2 LD DE,$6400 DE=6400.
88B5 LD A,($6D98) A=*6D98.
88B8 XOR %00000001 Flip bit 0.
88BA LD ($6D98),A Write A to *6D98.
88BD JR Z,GameStart_6 Jump to GameStart_6 if A is zero.
88BF EX DE,HL Exchange the DE and HL registers.
GameStart_6 88C0 LD ($6DC6),HL Write HL to *PrimaryDisplayBuffer.
88C3 JP GameStart_1 Jump to GameStart_1.
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