Routines |
Prev: 6416 | Up: Map | Next: 6486 |
Used by the routine at GameInitialisation.
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StartGame | 6428 | CALL ResetAttributes | Call ResetAttributes. | |
642B | CALL ResetScreen | Call ResetScreen. | ||
642E | LD A,($5F0D) | If Sound_Enable is not zero then jump to SkipMusic. | ||
6431 | AND A | |||
6432 | JR NZ,SkipMusic | |||
6434 | LD DE,$65C8 | DE=MusicData. | ||
6437 | CALL PlayMusic | Call PlayMusic. | ||
SkipMusic | 643A | XOR A | Write 00 to; | |
643B | LD ($5F30),A | |||
643E | LD ($5F34),A | |||
6441 | LD HL,$5F0E | Write 00 to 76 bytes, from 5F0E to 5F84. | ||
6444 | LD (HL),$00 | |||
6446 | LD D,H | |||
6447 | LD E,L | |||
6448 | INC DE | |||
6449 | LD BC,$0076 | |||
644C | LDIR | |||
644E | CALL PlayersInit | Call PlayersInit. | ||
6451 | CALL $7186 | Call 7186. | ||
6454 | CALL GameInit | Call GameInit. | ||
This entry point is used by the routine at 7198.
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MainLoopResetStack | 6457 | LD SP,$5F00 | Set the stack pointer to SecurityCheck. | |
645A | EI | Enable interrupts. | ||
645B | LD IX,$5F55 | IX=BufferIngredients. | ||
645F | XOR A | Write 00 to 5F1B to reset the current nasties. | ||
6460 | LD ($5F1B),A | |||
This entry point is used by the routines at FrameUpdate and 7198.
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MainLoop | 6463 | LD A,($5C78) | Compare FRAMES and LastFrame. | |
6466 | LD C,A | |||
6467 | LD A,($5F22) | |||
If interrupts are enabled, then FrameUpdate will be called and DI executed.
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646A | CP C | If they are not equal call FrameUpdate. | ||
646B | CALL NZ,FrameUpdate | |||
646E | LD HL,$71A3 | HL=71A3. | ||
6471 | PUSH HL | Stash HL on the stack. | ||
6472 | LD HL,$6486 | HL=6486. | ||
6475 | LD A,(IX+$00) | A=IX+00. | ||
This entry point is used by the routine at 65E8.
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StartGame_0 | 6478 | RLCA | A=A * 2. | |
6479 | AND %01111110 | Keep only bits 1-6. | ||
647B | LD C,A | Create an offset in BC. | ||
647C | LD B,$00 | |||
647E | ADD HL,BC | HL=HL + offset. | ||
647F | LD A,(HL) | |||
6480 | INC HL | Increment HL by one. | ||
6481 | LD H,(HL) | |||
6482 | LD L,A | |||
6483 | JP $5CB0 | Jump to NMIADD which should just jump to the address in HL. | ||
View the equivalent code in;
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Prev: 6416 | Up: Map | Next: 6486 |