![]() |
Routines |
| Prev: AADC | Up: Map | Next: ABC8 |
|
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. | ||
| Prev: AADC | Up: Map | Next: ABC8 |