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Routines |
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25943 | CALL 25918 | Call 25918. | ||
25946 | PUSH HL | Stash HL on the stack. | ||
25947 | LD DE,(24118) | DE=24118. | ||
25951 | AND A | Reset the carry flag. | ||
25952 | SBC HL,DE | HL=HL - DE. | ||
25954 | POP HL | Restore HL from the stack. | ||
25955 | JR Z,25978 | Jump to 25978 if the result was zero. | ||
25957 | PUSH HL | Stash HL on the stack. | ||
25958 | LD HL,(24118) | HL=24118. | ||
25961 | LD A,(24120) | A=24120. | ||
25964 | LD (HL),A | Store A at HL. | ||
25965 | POP HL | Restore HL from the stack. | ||
This entry point is used by the routine at GameInit.
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25966 | PUSH HL | Stash HL on the stack. | ||
25967 | CALL ScreenAddress | Call ScreenAddress. | ||
25970 | LD (24118),HL | Store HL at 24118. | ||
25973 | LD A,(HL) | A=the byte HL is pointing at. | ||
25974 | LD (24120),A | Store A at 24120. | ||
25977 | POP HL | Restore HL from the stack. | ||
25978 | LD BC,257 | BC=0257. | ||
25981 | LD A,(24105) | A=GameTimer. | ||
25984 | AND %00001000 | Keep only bit 3. | ||
25986 | JP NZ,HandlerTerrainDots_1 | If the result is not zero, jump to HandlerTerrainDots_1. | ||
25989 | JP HandlerTerrainDots_0 | Jump to HandlerTerrainDots_0. |
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