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Routines |
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Convert the 16-bit into a five digit score using two's complement.
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UpdateScoreDisplay | 29728 | LD HL,(30788) | HL=*Score. | |
29731 | LD DE,(30790) | DE=*HighScore. | ||
29735 | AND A | Return if the players score is the same as the stored highscore. | ||
29736 | SBC HL,DE | |||
29738 | RET Z | |||
29739 | ADD HL,DE | Restore the original players score value. | ||
This entry point is used by the routine at PrintGameDisplay.
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ForceScoreUpdate | 29740 | LD (30790),HL | Update the stored *HighScore value. | |
29743 | EXX | Switch to the shadow registers. | ||
29744 | LD DE,20934 | Set the screen buffer position for the score display. | ||
29747 | EXX | Switch back to the normal registers. | ||
This entry point is used by the routines at GameOver and PrintGameDisplay.
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ConvertScoreToDigits | 29748 | LD DE,30795 | DE=DisplayedScore. | |
Convert the binary score to decimal using the repeated subtraction method.
Calculate the tens of thousands digit.
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29751 | LD BC,55312 | BC=-10,000 (it's technically -10,224 which is probably a mistake). | ||
29754 | LD A,255 | Set the digit counter in A to -01. | ||
ExtractTenThousands_Loop | 29756 | INC A | Increment the digit counter by one. | |
29757 | ADD HL,BC | Subtract 10,000 from the score. | ||
29758 | JR C,ExtractTenThousands_Loop | Jump back to ExtractTenThousands_Loop if the result is still positive. | ||
29760 | SBC HL,BC | Restore the valid remainder. | ||
29762 | LD (DE),A | Store the count to the score buffer in *DE. | ||
29763 | INC E | Move to the next score digit position. | ||
Calculate the thousands digit.
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29764 | LD BC,64536 | BC=-1,000. | ||
29767 | LD A,255 | Set the digit counter in A to -01. | ||
ExtractThousands_Loop | 29769 | INC A | Increment the digit counter by one. | |
29770 | ADD HL,BC | Subtract 1,000 from the score remainder. | ||
29771 | JR C,ExtractThousands_Loop | Jump back to ExtractThousands_Loop if the result is still positive. | ||
29773 | SBC HL,BC | Restore the valid remainder. | ||
29775 | LD (DE),A | Store the count to the score buffer in *DE. | ||
29776 | INC E | Move to the next score digit position. | ||
Calculate the hundreds digit.
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29777 | LD BC,65436 | BC=-100. | ||
29780 | LD A,255 | Set the digit counter in A to -01. | ||
ExtractHundreds_Loop | 29782 | INC A | Increment the digit counter by one. | |
29783 | ADD HL,BC | Subtract 100 from the score remainder. | ||
29784 | JR C,ExtractHundreds_Loop | Jump back to ExtractHundreds_Loop if the result is still positive. | ||
29786 | SBC HL,BC | Restore the valid remainder. | ||
29788 | LD (DE),A | Store the count to the score buffer in *DE. | ||
29789 | INC E | Move to the next score digit position. | ||
Calculate the tens digit.
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29790 | LD C,246 | C=-10. | ||
29792 | LD A,255 | Set the digit counter in A to -01. | ||
ExtractTens_Loop | 29794 | INC A | Increment the digit counter by one. | |
29795 | ADD HL,BC | Subtract 10 from the score remainder. | ||
29796 | JR C,ExtractTens_Loop | Jump back to ExtractTens_Loop if the result is still positive. | ||
29798 | LD (DE),A | Store the count to the score buffer in *DE. | ||
29799 | INC E | Move to the next score digit position. | ||
Store the units digit.
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29800 | LD A,L | Get the final remainder. | ||
29801 | ADD A,10 | Compensate for the last subtraction. | ||
29803 | LD (DE),A | Store the result to the score buffer in *DE. | ||
29804 | EXX | Switch to the shadow registers. | ||
29805 | LD BC,30795 | BC'=DisplayedScore. | ||
Work out the ZX Spectrum ROM location of the number UDG, e.g. "1" would be 15753.
This calculation avoids the whitespace at the top and bottom of the ROM UDG; in the code below you'll see it only copies six bytes/ lines.
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PrintScoreDigit_Loop | 29808 | LD A,(BC) | Fetch the score digit value. | |
Calculate the ZX Spectrum ROM font address: 15616 + (digit * 8) + 1.
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29809 | ADD A,A | L'=129+(A*8). | ||
29810 | ADD A,A | |||
29811 | ADD A,A | |||
29812 | ADD A,129 | |||
29814 | LD L,A | |||
29815 | LD H,61 | H'=61. | ||
Copy 6 lines of font character data (skipping top and bottom whitespace).
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29817 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29818 | LD (DE),A | |||
29819 | INC L | Move to the next font line. | ||
29820 | INC D | Move down one row in the screen buffer. | ||
29821 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29822 | LD (DE),A | |||
29823 | INC L | Move to the next font line. | ||
29824 | INC D | Move down one row in the screen buffer. | ||
29825 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29826 | LD (DE),A | |||
29827 | INC L | Move to the next font line. | ||
29828 | INC D | Move down one row in the screen buffer. | ||
29829 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29830 | LD (DE),A | |||
29831 | INC L | Move to the next font line. | ||
29832 | INC D | Move down one row in the screen buffer. | ||
29833 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29834 | LD (DE),A | |||
29835 | INC L | Move to the next font line. | ||
29836 | INC D | Move down one row in the screen buffer. | ||
29837 | LD A,(HL) | Copy a number UDG byte line from the Spectum ROM (*HL') to the screen buffer (*DE'). | ||
29838 | LD (DE),A | |||
Reset the screen buffer position.
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29839 | LD D,81 | D'=81. | ||
29841 | INC E | Move right one character block in the screen buffer, ready to print the next number. | ||
29842 | INC C | Move to the next digit in the score display buffer. | ||
29843 | BIT 3,C | Jump back to PrintScoreDigit_Loop until all the digits have been printed. | ||
29845 | JR NZ,PrintScoreDigit_Loop | |||
29847 | EXX | Switch back to the normal registers. | ||
29848 | RET | Return. |
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