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Routines |
| Prev: F39E | Up: Map | Next: F43E |
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Used by the routine at Handler_CheckTime.
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See Bombs Don't Explode.
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| Handler_Bombs | F3AC | LD A,($D838) | Jump to Handler_Bombs_4 if *Bomb is equal to 00. | |
| F3AF | CP $00 | |||
| F3B1 | JR Z,Handler_Bombs_4 | |||
| F3B3 | BIT 1,A | Jump to Handler_Bombs_0 if bit 1 of A is not set. | ||
| F3B5 | JR Z,Handler_Bombs_0 | |||
| F3B7 | RES 1,A | Reset bit 1 of A. | ||
| F3B9 | LD ($D838),A | Write A to *Bomb. | ||
| F3BC | LD A,$15 | A=15. | ||
| F3BE | CALL $F38F | Call F38F. | ||
| F3C1 | LD BC,($DA15) | Write *DA15 to *Tile_Horizontal_Position. | ||
| F3C5 | LD ($E75D),BC | |||
| F3C9 | JR Handler_Bombs_3 | Jump to Handler_Bombs_3. | ||
| Handler_Bombs_0 | F3CB | BIT 2,A | Jump to Handler_Bombs_1 if bit 2 of A is not set. | |
| F3CD | JR Z,Handler_Bombs_1 | |||
| F3CF | RES 2,A | Reset bit 2 of A. | ||
| F3D1 | LD ($D838),A | Write A to *Bomb. | ||
| F3D4 | LD A,$3D | A=3D. | ||
| F3D6 | CALL $F38F | Call F38F. | ||
| F3D9 | LD BC,($DA17) | BC=*DA17. | ||
| F3DD | LD ($E75D),BC | Write BC to *Tile_Horizontal_Position. | ||
| F3E1 | JR Handler_Bombs_3 | Jump to Handler_Bombs_3. | ||
| Handler_Bombs_1 | F3E3 | BIT 3,A | Jump to Handler_Bombs_2 if bit 3 of A is not set. | |
| F3E5 | JR Z,Handler_Bombs_2 | |||
| F3E7 | RES 3,A | Reset bit 3 of A. | ||
| F3E9 | LD ($D838),A | Write A to *Bomb. | ||
| F3EC | LD A,$3E | A=3E. | ||
| F3EE | CALL $F38F | Call F38F. | ||
| F3F1 | LD BC,($DA19) | Write *DA19 to *Tile_Horizontal_Position. | ||
| F3F5 | LD ($E75D),BC | |||
| F3F9 | JR Handler_Bombs_3 | Jump to Handler_Bombs_3. | ||
| Handler_Bombs_2 | F3FB | BIT 4,A | Jump to Handler_Bombs_4 if bit 4 of A is not set. | |
| F3FD | JR Z,Handler_Bombs_4 | |||
| F3FF | RES 4,A | Reset bit 4 of A. | ||
| F401 | LD ($D838),A | Write A to *Bomb. | ||
| F404 | LD A,$3F | A=3F. | ||
| F406 | CALL $F38F | Call F38F. | ||
| F409 | LD BC,($DA1B) | Write *DA1B to *Tile_Horizontal_Position. | ||
| F40D | LD ($E75D),BC | |||
| Handler_Bombs_3 | F411 | XOR A | Write 00 to *D833. | |
| F412 | LD ($D833),A | |||
| F415 | CALL $DABF | Call DABF. | ||
| F418 | LD A,$01 | Write 01 to *D833. | ||
| F41A | LD ($D833),A | |||
| F41D | CALL $E9DA | Call E9DA. | ||
| F420 | CALL $E775 | Call E775. | ||
| F423 | POP IY | Restore IY from the stack. | ||
| F425 | JP $D41E | Jump to D41E. | ||
| Handler_Bombs_4 | F428 | CALL Handler_PlayerInput | Call Handler_PlayerInput. | |
| F42B | CP $00 | Jump to Handler_Controls if A is not equal to 00. | ||
| F42D | JP NZ,Handler_Controls | |||
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This entry point is used by the routine at F43E.
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| Handler_Bombs_5 | F430 | LD A,($D835) | Jump to Handler_HomeArrow if *PlayerCursor_Flag is equal to 00. | |
| F433 | CP $00 | |||
| F435 | JP Z,Handler_HomeArrow | |||
| F438 | CALL $E352 | Call E352. | ||
| F43B | JP Handler_CheckTime | Jump to Handler_CheckTime. | ||
| Prev: F39E | Up: Map | Next: F43E |