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90D0: Intro Music
90D0 DEFB %00011101
This entry point is used by the routines at Start_1UP_Game and Start_2UP_Game.
Intro_Music 90D1 DI Disable interrupts.
90D2 LD A,($B2FA) If Flag_Sound is zero then return.
90D5 AND A
90D6 RET Z
90D7 LD A,($90D0) A=90D0.
90DA AND %00011111 Keep only bits 0-4.
90DC LD H,A H=A.
90DD AND %00000111 Keep only bits 0-2.
90DF LD L,A L=A.
90E0 LD IX,$9128 IX=Intro_Music_Data
The
Intro_Music_Loop 90E4 LD C,(IX+$00) C=the next note byte from IX+00.
90E7 XOR A If the current note is 00 then return.
90E8 OR C
90E9 RET Z
90EA INC IX Move the index onto the next note.
90EC LD B,(IX+$00) B=the next note byte from IX+00.
90EF INC IX Move the index onto the next note.
90F1 LD E,(IX+$00) E=the next note byte from IX+00.
90F4 INC IX Move the index onto the next note.
90F6 LD D,(IX+$00) D=the next note byte from IX+00.
90F9 INC IX Move the index onto the next note.
90FB LD A,B
90FC AND A
90FD JR NZ,Intro_Music_Play
90FF INC A
9100 CP C
9101 JR NZ,Intro_Music_Play
Introduce a small delay.
9103 LD BC,$0AF4 BC=0AF4.
Intro_Music_Delay 9106 DEC BC Decrease BC by one.
9107 LD A,B Jump back to Intro_Music_Delay until BC is zero.
9108 OR C
9109 JR NZ,Intro_Music_Delay
Jump back to continue playing the music.
910B JR Intro_Music_Loop Jump to Intro_Music_Loop.
Process the note data and create the sounds.
Intro_Music_Play 910D PUSH BC Stash BC on the stack.
910E LD A,H
910F OUT ($FE),A
Intro_Music_Delay_1 9111 DEC BC Decrease BC by one.
9112 LD A,B Jump back to Intro_Music_Delay_1 until BC is zero.
9113 OR C
9114 JR NZ,Intro_Music_Delay_1
9116 LD A,L
9117 OUT ($FE),A
9119 POP BC Restore BC from the stack.
911A PUSH BC But stash a copy of it back on the stack for the next loop.
Intro_Music_Delay_2 911B DEC BC Decrease BC by one.
911C LD A,B Jump back to Intro_Music_Delay_2 until BC is zero.
911D OR C
911E JR NZ,Intro_Music_Delay_2
9120 POP BC Restore BC from the stack again.
9121 DEC DE Decrease DE by one.
9122 LD A,D Jump back to Intro_Music_Play until DE is zero.
9123 OR E
9124 JR NZ,Intro_Music_Play
9126 JR Intro_Music_Loop Jump to Intro_Music_Loop.
Intro_Music_Data 9128 DEFB $6D,$00,$8C,$00
912C DEFB $01,$00,$00,$00
9130 DEFB $6D,$00,$8C,$00
9134 DEFB $01,$00,$00,$00
9138 DEFB $81,$00,$76,$00
913C DEFB $01,$00,$00,$00
9140 DEFB $81,$00,$76,$00
9144 DEFB $01,$00,$00,$00
9148 DEFB $90,$00,$69,$00
914C DEFB $01,$00,$00,$00
9150 DEFB $90,$00,$69,$00
9154 DEFB $01,$00,$00,$00
9158 DEFB $81,$00,$76,$00
915C DEFB $01,$00,$00,$00
9160 DEFB $81,$00,$76,$00
9164 DEFB $01,$00,$00,$00
9168 DEFB $6D,$00,$26,$00
916C DEFB $01,$00,$00,$00
9170 DEFB $6D,$00,$26,$00
9174 DEFB $01,$00,$00,$00
9178 DEFB $6D,$00,$26,$00
917C DEFB $01,$00,$00,$00
9180 DEFB $6D,$00,$26,$00
9184 DEFB $01,$00,$00,$00
9188 DEFB $6D,$00,$26,$00
918C DEFB $01,$00,$00,$00
9190 DEFB $6D,$00,$26,$00
9194 DEFB $01,$00,$00,$00
9198 DEFB $6D,$00,$26,$00
919C DEFB $01,$00,$00,$00
91A0 DEFB $6D,$00,$26,$00
91A4 DEFB $01,$00,$00,$00
91A8 DEFB $6D,$00,$26,$00
91AC DEFB $01,$00,$00,$00
91B0 DEFB $6D,$00,$26,$00
91B4 DEFB $01,$00,$00,$00
91B8 DEFB $6D,$00,$26,$00
91BC DEFB $01,$00,$00,$00
91C0 DEFB $6D,$00,$26,$00
91C4 DEFB $01,$00,$00,$00
91C8 DEFB $6D,$00,$25,$01
91CC DEFB $01,$00,$00,$00
91D0 DEFB $00,$1F,$01,$00
91D4 DEFB $00,$00,$00,$00
91D8 DEFB $00,$FF,$F0,$00
91DC DEFB $00,$00,$00,$00
91E0 DEFB $00,$FF,$00,$01
91E4 DEFB $03,$06,$0D,$1B
91E8 DEFB $00,$00,$00,$B6
91EC DEFB $6D,$DB,$B6,$6D
91F0 DEFB $DB,$36,$00,$C0
91F4 DEFB $B6,$6D,$DB,$B6
91F8 DEFB $6D,$DB,$01,$00
91FC DEFB $D8,$B6,$6D,$DB
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