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Routines |
| Prev: B4B8 | Up: Map | Next: B64C |
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| B591 | LD A,($C279) | A=*C279. | |||
| B594 | CP (IX+$07) | Jump to B56F if A is lower than *IX+07. | |||
| B597 | JR C,$B56F | ||||
| B599 | LD DE,$0018 | DE=0018. | |||
| B59C | CALL $B64C | Call B64C. | |||
| B59F | LD A,($C276) | A=*C276. | |||
| B5A2 | ADD A,$0C | A+=0C. | |||
| B5A4 | LD ($C276),A | Write A back to *C276. | |||
| B5A7 | LD L,(IX+$10) | L=*IX+10. | |||
| B5AA | LD H,(IX+$11) | H=*IX+11. | |||
| B5AD | LD DE,$0180 | DE=0180. | |||
| B5B0 | ADD HL,DE | HL+=DE. | |||
| B5B1 | LD (IX+$10),L | Write L to *IX+10. | |||
| B5B4 | LD (IX+$11),H | Write H to *IX+11. | |||
| B5B7 | LD (IX+$13),B | Write B to *IX+13. | |||
| B5BA | POP HL | Restore HL from the stack. | |||
| B5BB | CALL $B8A6 | Call B8A6. | |||
| B5BE | LD IX,$C2EE | IX=Table_. | |||
| B5C2 | LD B,$08 | B=08 (counter). | |||
| B5C4 | LD DE,$000D | DE=000D. | |||
| B5C7 | LD A,(IX+$00) | A=*IX+00. | |||
| B5CA | SUB $0C | A-=0C. | |||
| B5CC | LD (IX+$00),A | Write A to *IX+00. | |||
| B5CF | ADD IX,DE | IX+=DE. | |||
| B5D1 | DJNZ $B5C7 | Decrease counter by one and loop back to B5C7 until counter is zero. | |||
| B5D3 | LD IX,$C293 | IX=Table_StreetObjects. | |||
| B5D7 | LD B,$04 | B=04. | |||
| B5D9 | LD DE,$000D | DE=000D. | |||
| B5DC | LD HL,$C38C | HL=C38C. | |||
| B5DF | LD A,(IX+$00) | A=*IX+00. | |||
| B5E2 | SUB $0C | A-=0C. | |||
| B5E4 | CP (HL) | Jump to B5EE if A is higher than *HL. | |||
| B5E5 | JR NC,$B5EE | ||||
| B5E7 | CP $20 | Jump to B5EE if A is lower than 20. | |||
| B5E9 | JR C,$B5EE | ||||
| B5EB | SUB (HL) | A-=*HL. | |||
| B5EC | ADD A,$20 | A+=20. | |||
| B5EE | LD (IX+$00),A | Write A to *IX+00. | |||
| B5F1 | ADD IX,DE | IX+=DE. | |||
| B5F3 | DJNZ $B5DF | Decrease counter by one and loop back to B5DF until counter is zero. | |||
| B5F5 | LD B,$03 | B=03. | |||
| B5F7 | LD A,(IX+$00) | A=*IX+00. | |||
| B5FA | SUB $0C | A-=0C. | |||
| B5FC | LD (IX+$00),A | Write A to *IX+00. | |||
| B5FF | ADD IX,DE | IX+=DE. | |||
| B601 | DJNZ $B5F7 | Decrease counter by one and loop back to B5F7 until counter is zero. | |||
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This entry point is used by the routine at B4B8.
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| B603 | CALL $B208 | Call B208. | |||
| B606 | CALL $B147 | Call B147. | |||
| B609 | CALL $B3BE | Call B3BE. | |||
| B60C | LD IX,$C293 | IX=Table_StreetObjects. | |||
| B610 | LD B,$07 | B=07. | |||
| B612 | PUSH BC | Stash BC on the stack. | |||
| B613 | CALL $C057 | Call C057. | |||
| B616 | LD BC,$000D | IX+=000D. | |||
| B619 | ADD IX,BC | ||||
| B61B | POP BC | Restore BC from the stack. | |||
| B61C | DJNZ $B612 | Decrease counter by one and loop back to B612 until counter is zero. | |||
| B61E | LD IX,$C2D4 | IX=C2D4. | |||
| B622 | CALL $BD27 | Call BD27. | |||
| B625 | LD BC,$000D | IX+=000D. | |||
| B628 | ADD IX,BC | ||||
| B62A | CALL $BD27 | Call BD27. | |||
| B62D | LD HL,$7080 | HL=ShadowBuffer_Pixels. | |||
| B630 | LD BC,$2014 | BC=2014. | |||
| B633 | LD DE,$4040 | DE=4040 (screen buffer location). | |||
| B636 | CALL Copier_Pixels | Call Copier_Pixels. | |||
| B639 | LD HL,$7840 | HL=ShadowBuffer_Attributes. | |||
| B63C | LD IX,$5840 | IX=5840 (attribute buffer location). | |||
| B640 | LD BC,$1420 | BC=1420. | |||
| B643 | CALL Attributes_Copier | Call Attributes_Copier. | |||
| B646 | CALL PlaceTrashman | Call PlaceTrashman. | |||
| B649 | JP GameLoop | Jump to GameLoop. | |||
| Prev: B4B8 | Up: Map | Next: B64C |