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AB70: Demo Mode
Used by the routine at Main_Game.
Demo_Mode AB70 XOR A A=00
AB71 LD ($B05F),A Write 00 to;
AB74 LD ($9C2C),A
Get a random number A between 07 and 0A.
AB77 CALL Random_Number Call Random_Number.
AB7A AND %00000011 Keep only bits 0-1.
AB7C ADD A,$07 A+=07.
AB7E LD ($AA94),A Write A to AA94.
Get another random number A between 07 and 0A.
AB81 CALL Random_Number Call Random_Number.
AB84 AND %00000011 Keep only bits 0-1.
AB86 ADD A,$07 A+=07.
AB88 LD ($AA80),A Write A to Also_Rank.
AB8B LD A,$01 Write 01 to;
AB8D LD ($AA46),A
AB90 LD ($AA06),A
Demo mode always uses background #2.
AB93 INC A Write 02 to;
AB94 LD ($AF34),A
Demo_Mode_0 AB97 LD A,($AF34) A=CurrentBackground.
AB9A CALL DrawBackground Call DrawBackground.
Print "DEMO" to the screen.
AB9D LD HL,$0222 Point to Text_Demo and call Print_String.
ABA0 LD DE,$B039
ABA3 CALL Print_String
Print the current high score to the screen.
ABA6 LD HL,$B035 Point to Hi_Score and call Print_HighScore.
ABA9 CALL Print_HighScore
ABAC CALL New_Round Call New_Round.
ABAF CALL Init_Time Call Init_Time.
ABB2 XOR A Write 00 to 9C2B.
ABB3 LD ($9C2B),A
ABB6 CALL $ABC8 Call ABC8.
ABB9 AND A
ABBA RET M
ABBB CALL $AF27 Call AF27.
ABBE LD HL,$B05F Point to Current_Rank and increment it by 1.
ABC1 INC (HL)
ABC2 LD A,(HL) If this value is not 04 then jump to Demo_Mode_0.
ABC3 CP $04
ABC5 JR NZ,Demo_Mode_0
ABC7 RET Return.
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