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Routines |
| Prev: 53810 | Up: Map | Next: 53982 |
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Used by the routine at DemoEntryPoint.
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| Game_Initialisation | 53812 | LD C,(HL) | The first byte is the length of the level data, store this in C. | |||||
| 53813 | LD A,C | A=data length. | ||||||
| 53814 | LD B,0 | B=0. | ||||||
| 53816 | INC HL | Increment HL by one. | ||||||
| 53817 | LD DE,57522 | DE=57522. | ||||||
| 53820 | LDIR | LDIR. | ||||||
| 53822 | LD DE,54577 | DE=54577. | ||||||
| 53825 | LD BC,18 | BC=0018. | ||||||
| 53828 | LDIR | LDIR. | ||||||
| 53830 | LD E,(HL) | E=*HL. | ||||||
| 53831 | INC HL | Increment HL by one. | ||||||
| 53832 | LD D,(HL) | D=*HL. | ||||||
| 53833 | LD (54702),DE | Write DE to *LevelGraphicsData. | ||||||
| 53837 | LD HL,54651 | HL=54651. | ||||||
| 53840 | LD B,12 | B=12. | ||||||
| Game_Initialisation_0 | 53842 | LD (HL),1 | Write 1 to *HL. | |||||
| 53844 | INC HL | Increment HL by one. | ||||||
| 53845 | DJNZ Game_Initialisation_0 | Decrease counter by one and loop back to Game_Initialisation_0 until counter is zero. | ||||||
| 53847 | LD DE,57452 | DE=57452. | ||||||
| 53850 | LD HL,54397 | HL=54397. | ||||||
| 53853 | LD BC,49 | BC=0049. | ||||||
| 53856 | LDIR | LDIR. | ||||||
| 53858 | LD HL,57502 | HL=57502. | ||||||
| 53861 | LD B,20 | B=20. | ||||||
| 53863 | LD A,1 | A=1. | ||||||
| Game_Initialisation_1 | 53865 | LD (HL),A | Write A to *HL. | |||||
| 53866 | INC HL | Increment HL by one. | ||||||
| 53867 | INC A | Increment A by one. | ||||||
| 53868 | DJNZ Game_Initialisation_1 | Decrease counter by one and loop back to Game_Initialisation_1 until counter is zero. | ||||||
| 53870 | LD HL,54677 | HL=54677. | ||||||
| 53873 | LD DE,54596 | DE=54596. | ||||||
| Game_Initialisation_2 | 53876 | LD A,(HL) | A=*HL. | |||||
| 53877 | CP 255 | Compare A with 255. | ||||||
| 53879 | JR Z,PopulateDefaults_Done | Jump to PopulateDefaults_Done if A is equal to 255. | ||||||
| 53881 | LD B,A | B=A. | ||||||
| 53882 | INC HL | Increment HL by one. | ||||||
| 53883 | LD A,(HL) | A=*HL. | ||||||
| 53884 | INC HL | Increment HL by one. | ||||||
| Game_Initialisation_3 | 53885 | LD (DE),A | Write A to *DE. | |||||
| 53886 | INC DE | Increment DE by one. | ||||||
| 53887 | DJNZ Game_Initialisation_3 | Decrease counter by one and loop back to Game_Initialisation_3 until counter is zero. | ||||||
| 53889 | JR Game_Initialisation_2 | Jump to Game_Initialisation_2. | ||||||
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The computed values are done, copy the last six values over.
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| PopulateDefaults_Done | 53891 | INC HL | Copy the last 0006 bytes from D888 to D84A. | |||||
| 53892 | LD BC,6 | |||||||
| 53895 | LDIR | |||||||
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Write three NOT random numbers between 01-20 to ...
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| 53897 | LD B,3 | B=3. | ||||||
| Game_Initialisation_4 | 53899 | LD A,10 | Write 10 to *DE. | |||||
| 53901 | LD (DE),A | |||||||
| 53902 | INC DE | Increment DE by one. | ||||||
| 53903 | DJNZ Game_Initialisation_4 | Decrease counter by one and loop back to Game_Initialisation_4 until counter is zero. | ||||||
| 53905 | LD HL,55338 | Write 55338 to: | ||||||
| 53908 | LD (54639),HL | |||||||
| 53911 | LD (54641),HL | |||||||
| 53914 | LD (54643),HL | |||||||
| 53917 | LD (54645),HL | |||||||
| 53920 | LD HL,57501 | HL=57501. | ||||||
| 53923 | LD BC,2000 | BC=2000. | ||||||
| Game_Initialisation_5 | 53926 | PUSH BC | Stash BC, HL and HL on the stack. | |||||
| 53927 | PUSH HL | |||||||
| 53928 | PUSH HL | |||||||
| 53929 | CALL 54914 | Call 54914. | ||||||
| 53932 | ADD HL,BC | HL+=BC. | ||||||
| 53933 | EX DE,HL | Exchange the DE and HL registers. | ||||||
| 53934 | POP HL | Restore HL from the stack. | ||||||
| 53935 | CALL 54914 | Call 54914. | ||||||
| 53938 | ADD HL,BC | HL+=BC. | ||||||
| 53939 | LD B,(HL) | B=*HL. | ||||||
| 53940 | LD A,(DE) | A=*DE. | ||||||
| 53941 | LD (HL),A | Write A to *HL. | ||||||
| 53942 | LD A,B | A=B. | ||||||
| 53943 | LD (DE),A | Write A to *DE. | ||||||
| 53944 | POP HL | Restore HL and BC from the stack. | ||||||
| 53945 | POP BC | |||||||
| 53946 | DEC BC | Decrease BC by one. | ||||||
| 53947 | LD A,B | A=B. | ||||||
| 53948 | OR C | Set the bits from C. | ||||||
| 53949 | JR NZ,Game_Initialisation_5 | Jump to Game_Initialisation_5 if BC is not equal to C. | ||||||
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Populate the level, bonus and score numbering in the dashboard.
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| 53951 | CALL 59450 | Call 59450. | ||||||
| 53954 | CALL 59403 | Call 59403. | ||||||
| 53957 | CALL 59423 | Call 59423. | ||||||
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Paint the preview grid pattern.
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| 53960 | CALL Colourise_PreviewGrid | Call Colourise_PreviewGrid. | ||||||
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Small pause...
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| 53963 | LD BC,40000 | BC=40000. | ||||||
| Game_Initialisation_6 | 53966 | DEC BC | Decrease BC by one. | |||||
| 53967 | LD A,B | Jump to Game_Initialisation_6 until BC is equal to 0. | ||||||
| 53968 | OR C | |||||||
| 53969 | JR NZ,Game_Initialisation_6 | |||||||
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Play the "static" animation in the preview area.
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| 53971 | CALL StaticAnimation | Call StaticAnimation. | ||||||
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Display the current preview image.
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| 53974 | LD IX,(54702) | IX=*LevelGraphicsData. | ||||||
| 53978 | CALL GeneratePicture | Call GeneratePicture. | ||||||
| 53981 | RET | Return. | ||||||
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