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Routines |
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Used by the routine at Initialise_New_Game.
Backup entity and game state walking the entity tables at StateData_SimpleEntities / StateData_Boney.
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Measure and copy Boney's complex entity state into the backup buffer at Buffer_EntityStateBackup.
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| Backup_Entity_And_Game_State | AFA9 | LD HL,$90B7 | Point HL at State Data: Scenery Entities (StateData_SceneryEntities). | |
| AFAC | LD DE,$8EE9 | Point DE at Boney's complex entity state (StateData_Boney). | ||
| AFAF | AND A | Clear the success marker and test whether A is zero. | ||
| AFB0 | SBC HL,DE | Subtract DE from HL with carry. | ||
| AFB2 | LD ($72A3),HL | Store HL in the entity-state copy length (CopyLength_EntityStateData). | ||
| AFB5 | LD B,H | Copy the high byte of the pointer into B. | ||
| AFB6 | LD C,L | Copy the low byte of the pointer into C. | ||
| AFB7 | LD HL,$8EE9 | Point HL at Boney's complex entity state (StateData_Boney). | ||
| AFBA | LD DE,$FA0E | Point DE at the entity-state backup buffer (Buffer_EntityStateBackup). | ||
| AFBD | LDIR | Copy the block at HL to DE. | ||
| AFBF | INC DE | Advance the pointer in DE by one. | ||
| AFC0 | LD ($72A7),DE | Store DE in Pointer: Entity State Backup End (Pointer_EntityStateBackupEnd). | ||
| AFC4 | PUSH DE | Stash DE on the stack. | ||
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Measure and copy the task/game-status block that follows the entity backup.
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| AFC5 | LD HL,$72E8 | Point HL at saved room index (SavedRoomIndex). | ||
| AFC8 | LD DE,$72AE | Point DE at the current task index (CurrentTaskIndex). | ||
| AFCB | SBC HL,DE | Subtract DE from HL with carry. | ||
| AFCD | LD ($72A5),HL | Store HL in the game-state copy length (CopyLength_GameState). | ||
| AFD0 | LD B,H | Copy the high byte of the pointer into B. | ||
| AFD1 | LD C,L | Copy the low byte of the pointer into C. | ||
| AFD2 | LD HL,$72AE | Point HL at the current task index (CurrentTaskIndex). | ||
| AFD5 | POP DE | Restore DE from the stack. | ||
| AFD6 | LDIR | Copy the block at HL to DE. | ||
| AFD8 | RET | Return. | ||
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