![]() |
Routines |
| Prev: 9619 | Up: Map | Next: 96FE |
|
Used by the routine at 9270.
|
||||
| 9634 | LD A,($7207) | Return if *7207 is not equal to 01. | ||
| 9637 | CP $01 | |||
| 9639 | RET NZ | |||
| 963A | LD HL,$99A4 | HL=99A4. | ||
| 963D | LD IX,$7200 | IX=7200. | ||
| 9641 | DEC (HL) | Decrease *HL by one. | ||
| 9642 | JR NZ,$9679 | Jump to 9679 if *HL is not zero. | ||
| 9644 | LD (HL),$05 | Write 05 to *HL. | ||
| 9646 | LD A,($99A3) | A=*99A3. | ||
| 9649 | CP $00 | Jump to 965B if A is equal to 00. | ||
| 964B | JR Z,$965B | |||
| 964D | DEC A | Decrease A by one. | ||
| 964E | LD ($99A3),A | Write A to *99A3. | ||
| 9651 | JR NZ,$965B | Jump to 965B if A is not zero. | ||
| 9653 | LD C,$40 | C=40. | ||
| 9655 | LD HL,$50C0 | HL=50C0 (screen buffer location). | ||
| 9658 | CALL ClearScreenArea | Call ClearScreenArea. | ||
| 965B | LD HL,$99D9 | HL=99D9. | ||
| 965E | LD A,($99AB) | A=*99AB. | ||
| 9661 | SRL A | Shift A right four positions. | ||
| 9663 | SRL A | |||
| 9665 | SRL A | |||
| 9667 | SRL A | |||
| 9669 | INC A | Increment A by one. | ||
| 966A | LD (HL),A | Write A to *HL. | ||
| 966B | LD DE,$EFF7 | DE=ActivePlayerCash_01. | ||
| 966E | LD B,$02 | B=02. | ||
| 9670 | CALL SpendMoney | Call SpendMoney. | ||
| 9673 | JR C,$96EB | Jump to 96EB if A is lower. | ||
| 9675 | SET 1,(IX+$00) | Set bit 1 of *IX+00. | ||
| 9679 | BIT 0,(IX+$00) | Test bit 0 of *IX+00. | ||
| 967D | JR Z,$96B1 | Jump to 96B1 if A is zero. | ||
| 967F | LD DE,$EFF7 | DE=ActivePlayerCash_01. | ||
| 9682 | LD HL,$99DB | HL=99DB. | ||
| 9685 | LD B,$02 | B=02. | ||
| 9687 | CALL AddMoney | Call AddMoney. | ||
| 968A | LD DE,$EFF4 | DE=ActivePlayerScore. | ||
| 968D | LD HL,$99DD | HL=99DD. | ||
| 9690 | LD B,$03 | B=03. | ||
| 9692 | CALL AddMoney | Call AddMoney. | ||
| 9695 | LD DE,$4021 | DE=4021 (screen buffer location). | ||
| 9698 | LD BC,$0203 | BC=0203. | ||
| 969B | LD HL,$EFF6 | HL=EFF6. | ||
| 969E | CALL PrintNumbers | Call PrintNumbers. | ||
| 96A1 | LD HL,$99AD | HL=99AD. | ||
| 96A4 | DEC (HL) | Decrease *HL by one. | ||
| 96A5 | JR NZ,$96B1 | Jump to 96B1 if *HL is not zero. | ||
| 96A7 | LD HL,$EFFA | HL=GameState_1. | ||
| 96AA | SET 0,(HL) | Set bit 0 of *HL. | ||
| 96AC | LD SP,($99AE) | SP=*99AE. | ||
| 96B0 | RET | Return. | ||
| 96B1 | BIT 4,(IX+$00) | Test bit 4 of *IX+00. | ||
| 96B5 | JR NZ,$96BF | Jump to 96BF if *HL is not zero. | ||
| 96B7 | BIT 1,(IX+$00) | Test bit 1 of *IX+00. | ||
| 96BB | JR Z,$96E6 | Jump to 96E6 if *HL is zero. | ||
| 96BD | JR $96DA | Jump to 96DA. | ||
| 96BF | LD DE,$EFF7 | DE=ActivePlayerCash_01. | ||
| 96C2 | LD HL,$99E0 | HL=99E0. | ||
| 96C5 | LD B,$02 | B=02. | ||
| 96C7 | CALL SpendMoney | Call SpendMoney. | ||
| 96CA | JR C,$96EB | Jump to 96EB if *HL is lower. | ||
| 96CC | LD HL,$99A3 | HL=99A3. | ||
| 96CF | LD (HL),$05 | Write 05 to *HL. | ||
| 96D1 | LD HL,($99D7) | HL=*99D7. | ||
| 96D4 | LD DE,$50C0 | DE=50C0 (screen buffer location). | ||
| 96D7 | CALL $9754 | Call 9754. | ||
| 96DA | LD DE,$403B | DE=403B (screen buffer location). | ||
| 96DD | LD BC,$0202 | BC=0202. | ||
| 96E0 | LD HL,$EFF8 | HL=ActivePlayerCash_02. | ||
| 96E3 | CALL PrintNumbers | Call PrintNumbers. | ||
| 96E6 | LD (IX+$00),$00 | Write 00 to *IX+00. | ||
| 96EA | RET | Return. | ||
| 96EB | LD HL,$0000 | Write 0000 to *ActivePlayerCash_01. | ||
| 96EE | LD ($EFF7),HL | |||
| 96F1 | CALL $96DA | Call 96DA. | ||
| 96F4 | LD HL,$EFFA | HL=GameState_1. | ||
| 96F7 | SET 4,(HL) | Set bit 4 of *HL. | ||
| 96F9 | LD SP,($99AE) | SP=*99AE. | ||
| 96FD | RET | Return. | ||
| Prev: 9619 | Up: Map | Next: 96FE |