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AB12: Messaging: Game Over
Used by the routine at GameEntryPoint.
Messaging_GameOver AB12 CALL BlankMiddleAttributeBuffer Call BlankMiddleAttributeBuffer.
AB15 CALL BlankMiddleScreenBuffer Call BlankMiddleScreenBuffer.
Print "ACADEMY OF TRASHMEN DIPLOMA".
AB18 LD HL,$AF0E HL=Messaging_TrashmenDiploma.
AB1B LD DE,$4822 DE=4822 (screen buffer location).
AB1E CALL PrintString Call PrintString.
AB21 LD HL,$4842 HL=4842 (screen buffer location).
AB24 LD B,$1B B=1B.
AB26 CALL Concealer Call Concealer.
Print "This is to certify that ".
AB29 LD HL,$AF2A HL=Messaging_Certify_1.
AB2C LD DE,$4860 DE=4860 (screen buffer location).
AB2F CALL PrintString Call PrintString.
Who is in play, is it 1UP or 2UP?
AB32 LD HL,$AB8A HL=Game_Flags.
AB35 BIT 4,(HL) Test bit 4 of *HL.
Default to using the 1UP name.
AB37 LD HL,$ACA6 HL=Name_1UP.
AB3A JR Z,Messaging_GameOver_PrintName Jump to Messaging_GameOver_PrintName if this is player one.
Else, use the name for 2UP.
AB3C LD HL,$ACC7 HL=Name_2UP.
Messaging_GameOver_PrintName AB3F CALL PrintString Call PrintString.
Print "has completed a course in TRASHMANSHIP , and may go forth to rid the world of trash.".
AB42 LD DE,$4880 DE=4880 (screen buffer location).
AB45 LD HL,$AF43 HL=Messaging_Certify_2.
AB48 CALL PrintString Call PrintString.
AB4B CALL PressAnyKey Call PressAnyKey.
AB4E CALL BlankMiddleScreenBuffer Call BlankMiddleScreenBuffer.
Print "Your score was ".
AB51 LD HL,$AF9E HL=Messaging_Certify_3.
AB54 LD DE,$4842 DE=4842 (screen buffer location).
AB57 CALL PrintString Call PrintString.
AB5A CALL Messaging_GameOver_Score Call Messaging_GameOver_Score.
Print " pts.".
AB5D LD HL,$AE28 HL=Messaging_Pts.
AB60 CALL PrintString Call PrintString.
AB63 LD HL,$AB8A HL=Game_Flags.
AB66 BIT 0,(HL) Return if the score is not on the score board.
AB68 RET Z
Print "Your success has given you a well earned nomination for the TRASHMAN OF THE YEAR.".
AB69 LD HL,$AFAE HL=Messaging_Certify_4.
AB6C LD DE,$4880 DE=4880 (screen buffer location).
AB6F CALL PrintString Call PrintString.
AB72 RET Return.
Print the active players score.
Messaging_GameOver_Score AB73 LD HL,$CB96 HL=ActivePlayer_Score.
Move to the last digit of the score (prep for printing).
AB76 INC HL Increment HL by two.
AB77 INC HL
AB78 LD B,$03 B=03 (the score is held by three bytes).
AB7A CALL PrintNumbers Call PrintNumbers.
AB7D RET Return.
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