Routines |
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EF4A | LD DE,$07D0 | DE=07D0. | ||
EF4D | DEC DE | Decrease DE by one. | ||
EF4E | LD A,$32 | A=32. | ||
EF50 | DEC A | Decrease A by one. | ||
EF51 | JR NZ,$EF50 | Jump to EF50 if A is not zero. | ||
EF53 | LD A,D | Jump to EF4D if DE is not zero. | ||
EF54 | OR E | |||
EF55 | JR NZ,$EF4D | |||
EF57 | LD IX,$D838 | IX=Bomb. | ||
EF5B | SET 7,(IX+$00) | Set bit 7 of *IX+00. | ||
Debounce__Loop | EF5F | CALL Handler_PlayerInput | Call Handler_PlayerInput. | |
EF62 | CP $00 | Jump back to Debounce__Loop if there's any player input. | ||
EF64 | JR NZ,Debounce__Loop | |||
EF66 | RES 7,(IX+$00) | Reset bit 7 of *IX+00. | ||
This entry point is used by the routine at Controller_GameOver.
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EF6A | PUSH BC | Stash BC on the stack. | ||
EF6B | INC HL | Increment HL by one. | ||
EF6C | LD A,(HL) | A=*HL. | ||
EF6D | DEC HL | Decrease HL by one. | ||
EF6E | CP $FF | Jump to EF80 if A is not equal to FF. | ||
EF70 | JP NZ,$EF80 | |||
EF73 | INC HL | Increment HL by two. | ||
EF74 | INC HL | |||
EF75 | LD BC,$4E20 | BC=4E20. | ||
EF78 | DEC BC | Decrease BC by one. | ||
EF79 | LD A,B | Jump to EF78 if BC is not zero. | ||
EF7A | OR C | |||
EF7B | JR NZ,$EF78 | |||
EF7D | JP $EFBF | Jump to EFBF. | ||
EF80 | RLCA | RLCA. | ||
EF81 | RLCA | |||
EF82 | LD IX,$F092 | IX=F092. | ||
EF86 | LD B,$00 | B=00. | ||
EF88 | LD C,A | C=A. | ||
EF89 | ADD IX,BC | IX+=BC. | ||
EF8B | PUSH HL | Stash HL on the stack. | ||
EF8C | LD L,(IX+$00) | L=*IX+00. | ||
EF8F | LD H,(IX+$01) | H=*IX+01. | ||
EF92 | LD ($F04B),HL | Write HL to *F04B. | ||
EF95 | LD C,(IX+$02) | C=*IX+02. | ||
EF98 | LD B,(IX+$03) | B=*IX+03. | ||
EF9B | POP HL | Restore HL from the stack. | ||
EF9C | LD A,(HL) | A=*HL. | ||
EF9D | INC HL | Increment HL by two. | ||
EF9E | INC HL | |||
EF9F | PUSH HL | Stash HL and BC on the stack. | ||
EFA0 | PUSH BC | |||
EFA1 | POP DE | Restore DE from the stack. | ||
EFA2 | LD B,A | B=A. | ||
EFA3 | LD HL,$0000 | HL=0000. | ||
EFA6 | ADD HL,DE | HL+=DE. | ||
EFA7 | DJNZ $EFA6 | Decrease counter by one and loop back to EFA6 until counter is zero. | ||
EFA9 | AND A | Set flags. | ||
EFAA | LD DE,$0000 | DE=0000. | ||
EFAD | LD BC,$0032 | BC=0032. | ||
EFB0 | INC DE | Increment DE by one. | ||
EFB1 | SBC HL,BC | HL-=BC. | ||
EFB3 | JP P,$EFB0 | Jump to EFB0 P. | ||
EFB6 | DEC DE | Decrease DE by one. | ||
EFB7 | LD ($F04D),DE | Write DE to *F04D. | ||
EFBB | CALL $EFD5 | Call EFD5. | ||
EFBE | POP HL | Restore HL and BC from the stack. | ||
EFBF | POP BC | |||
EFC0 | LD IX,$D838 | IX=Bomb. | ||
EFC4 | SET 7,(IX+$00) | Set bit 7 of *IX+00. | ||
EFC8 | CALL Handler_PlayerInput | Call Handler_PlayerInput. | ||
EFCB | CP $00 | Was there any player input? | ||
EFCD | RES 7,(IX+$00) | Reset bit 7 of *IX+00. | ||
EFD1 | RET NZ | Return there was any kind of player input. | ||
EFD2 | DJNZ $EF6A | Decrease counter by one and loop back to EF6A until counter is zero. | ||
EFD4 | RET | Return. |
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