Routines |
Prev: 9619 | Up: Map | Next: 96FE |
Used by the routine at 9270.
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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. |
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