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68B8: Transition Effect
Used by the routines at 72C9, GameEntryPoint and TitleScreen.
asterisk
TransitionEffect 68B8 LD B,$02 B=02.
TransitionEffect_0 68BA PUSH BC Stash BC on the stack.
68BB LD DE,$0109 DE=0109.
68BE LD HL,$596B HL=596B (attribute buffer location).
68C1 LD A,B Compare B with 01.
68C2 CP $01
68C4 LD A,$00 A=BLACK.
68C6 JR Z,TransitionEffect_1 Jump to TransitionEffect_1 if B was equal to 01.
68C8 LD A,($66F1) A=*66F1.
68CB ADD A,$03 A+=03.
68CD CP $07 Jump to TransitionEffect_1 if A is not equal to 07.
68CF JR NZ,TransitionEffect_1
68D1 LD A,$43 A=INK:MAGENTA, PAPER:BLACK(BRIGHT).
TransitionEffect_1 68D3 LD B,$0C B=0C.
TransitionEffect_2 68D5 PUSH BC Stash BC on the stack.
68D6 LD B,E B=E.
TransitionEffect_3 68D7 LD (HL),A Write A to *HL.
68D8 CALL Print_Asterisk Call Print_Asterisk.
68DB INC HL Increment HL by one.
68DC DJNZ TransitionEffect_3 Decrease counter by one and loop back to TransitionEffect_3 until counter is zero.
68DE LD B,D B=D.
TransitionEffect_4 68DF PUSH BC Stash BC on the stack.
68E0 LD (HL),A Write A to *HL.
68E1 CALL Print_Asterisk Call Print_Asterisk.
68E4 LD BC,$0020 HL+=0020.
68E7 ADD HL,BC
68E8 POP BC Restore BC from the stack.
68E9 DJNZ TransitionEffect_4 Decrease counter by one and loop back to TransitionEffect_4 until counter is zero.
68EB LD B,E B=E.
TransitionEffect_5 68EC LD (HL),A Write A to *HL.
68ED CALL Print_Asterisk Call Print_Asterisk.
68F0 DEC HL Decrease HL by one.
68F1 DJNZ TransitionEffect_5 Decrease counter by one and loop back to TransitionEffect_5 until counter is zero.
68F3 LD B,D B=D.
TransitionEffect_6 68F4 PUSH BC Stash BC on the stack.
68F5 LD (HL),A Write A to *HL.
68F6 CALL Print_Asterisk Call Print_Asterisk.
68F9 LD BC,$0020 HL-=0020.
68FC AND A
68FD SBC HL,BC
68FF POP BC Restore BC from the stack.
6900 DJNZ TransitionEffect_6 Decrease counter by one and loop back to TransitionEffect_6 until counter is zero.
6902 LD C,$21 C=21.
6904 SBC HL,BC HL-=BC.
6906 INC E Increment E by two.
6907 INC E
6908 INC D Increment D by two.
6909 INC D
690A PUSH AF Stash AF on the stack.
690B LD BC,$000A BC=000A.
TransitionEffect_7 690E DJNZ TransitionEffect_7 Decrease counter by one and loop back to TransitionEffect_7 until counter is zero.
6910 DEC C Decrease C by one.
6911 JR NZ,TransitionEffect_7 Jump to TransitionEffect_7 if C is not equal to A.
6913 POP AF Restore AF and BC from the stack.
6914 POP BC
6915 DJNZ TransitionEffect_2 Decrease counter by one and loop back to TransitionEffect_2 until counter is zero.
6917 LD BC,$0032 BC=0032.
TransitionEffect_8 691A DJNZ TransitionEffect_8 Decrease counter by one and loop back to TransitionEffect_8 until counter is zero.
691C DEC C Decrease C by one.
691D JR NZ,TransitionEffect_8 Jump to TransitionEffect_8 until C is zero.
691F POP BC Restore BC from the stack.
6920 DJNZ TransitionEffect_0 Decrease counter by one and loop back to TransitionEffect_0 until counter is zero.
6922 CALL ClearScreen Call ClearScreen.
6925 RET Return.
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