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Routines |
| Prev: AB9D | Up: Map | Next: AC39 |
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Used by the routine at AC39.
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| ABA9 | LD A,(IX+$00) | A=IX+00. | ||
| ABAC | INC A | |||
| ABAD | AND %00001111 | Keep only bits 0-3. | ||
| ABAF | ADD A,$70 | |||
| ABB1 | LD (IX+$00),A | |||
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This entry point is used by the routines at A1AA, A325, A3FF, A766, AC39, AD36, B1A4, B33D, B37B, B460, B785 and B810.
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| ABB4 | CALL $8701 | Call 8701. | ||
| ABB7 | JP $8733 | Jump to 8733. | ||
| ABBA | LD E,$18 | E=18. | ||
| ABBC | CALL $B2A4 | Call B2A4. | ||
| ABBF | CALL C,$B2D7 | |||
| ABC2 | LD A,(IX+$17) | If IX+17 is zero, jump to AC3E. | ||
| ABC5 | AND A | |||
| ABC6 | JR Z,$AC3E | |||
| ABC8 | CALL $ABA9 | Call ABA9. | ||
| ABCB | LD A,($5E42) | A=5E42. | ||
| ABCE | CPL | Flip the bits. | ||
| ABCF | AND %00001111 | Keep only bits 0-3. | ||
| ABD1 | RET NZ | |||
| ABD2 | LD A,($5E67) | If GameDelayTimer is not zero, jump to ABE5. | ||
| ABD5 | AND A | |||
| ABD6 | JR NZ,$ABE5 | |||
| ABD8 | LD A,($6078) | If 6078 is 81 jump to ABE5. | ||
| ABDB | CP $81 | |||
| ABDD | JR Z,$ABE5 | |||
| ABDF | DEC (IX+$17) | |||
| ABE2 | CALL Z,$B16F | |||
| ABE5 | LD A,(IX+$17) | |||
| ABE8 | LD HL,$2040 | HL=2040. | ||
| ABEB | CALL DrawGauge | Call DrawGauge. | ||
| ABEE | CALL $AD36 | Call AD36. | ||
| ABF1 | JR NC,$AC29 | |||
| ABF3 | CALL $AD0B | Call AD0B. | ||
| ABF6 | LD HL,$587B | HL=587B (attribute buffer location). | ||
| ABF9 | CALL Handler_Colour2x2 | Call Handler_Colour2x2. | ||
| ABFC | LD HL,$587D | HL=587D (attribute buffer location). | ||
| ABFF | LD A,$42 | A=42 (attribute value). | ||
| AC01 | CALL Handler_Colour2x2 | Call Handler_Colour2x2. | ||
| AC04 | LD A,($5E42) | A=5E42. | ||
| AC07 | AND %00111111 | Keep only bits 0-5. | ||
| AC09 | CP $0F | |||
| AC0B | JR Z,$AC1A | If so, jump to AC1A. | ||
| AC0D | CP $2F | |||
| AC0F | RET NZ | |||
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Handle printing the "
" messaging.
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| AC10 | LD DE,$AC24 | DE=BannerMessaging_Alien. | ||
| BannerMessaging_Print | AC13 | LD HL,$10D8 | HL=10D8 (screen location). | |
| AC16 | CALL PrintStringColour | Call PrintStringColour. | ||
| AC19 | RET | Return. | ||
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Handle printing the "
" messaging.
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| AC1A | LD DE,$AC1F | DE=BannerMessaging_Base. | ||
| AC1D | JR BannerMessaging_Print | Jump to BannerMessaging_Print. | ||
| BannerMessaging_Base | AC1F | DEFM "Ecde","f"+$80 | Attribute: 45 + " ". |
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| BannerMessaging_Alien | AC24 | DEFM "Eghi","j"+$80 | Attribute: 45 + " ". |
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| AC29 | CALL $AD0B | Call AD0B. | ||
| AC2C | LD HL,$587D | HL=587D (attribute buffer location). | ||
| AC2F | CALL Handler_Colour2x2 | Call Handler_Colour2x2. | ||
| AC32 | LD HL,$587B | HL=587B (attribute buffer location). | ||
| AC35 | LD A,$42 | A=42 (attribute byte). | ||
| AC37 | JR $AC01 | Jump to AC01. | ||
| Prev: AB9D | Up: Map | Next: AC39 |