Routines |
Prev: 653E | Up: Map | Next: 6588 |
6557 | CALL $653E | Call 653E. | ||
655A | PUSH HL | Stash HL on the stack. | ||
655B | LD DE,($5E36) | DE=5E36. | ||
655F | AND A | Reset the carry flag. | ||
6560 | SBC HL,DE | HL=HL - DE. | ||
6562 | POP HL | Restore HL from the stack. | ||
6563 | JR Z,$657A | Jump to 657A if the result was zero. | ||
6565 | PUSH HL | Stash HL on the stack. | ||
6566 | LD HL,($5E36) | HL=5E36. | ||
6569 | LD A,($5E38) | A=5E38. | ||
656C | LD (HL),A | Store A at HL. | ||
656D | POP HL | Restore HL from the stack. | ||
This entry point is used by the routine at GameInit.
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656E | PUSH HL | Stash HL on the stack. | ||
656F | CALL ScreenAddress | Call ScreenAddress. | ||
6572 | LD ($5E36),HL | Store HL at 5E36. | ||
6575 | LD A,(HL) | A=the byte HL is pointing at. | ||
6576 | LD ($5E38),A | Store A at 5E38. | ||
6579 | POP HL | Restore HL from the stack. | ||
657A | LD BC,$0101 | BC=0101. | ||
657D | LD A,($5E29) | A=GameTimer. | ||
6580 | AND %00001000 | Keep only bit 3. | ||
6582 | JP NZ,HandlerTerrainDots_1 | If the result is not zero, jump to HandlerTerrainDots_1. | ||
6585 | JP HandlerTerrainDots_0 | Jump to HandlerTerrainDots_0. |
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