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C800: Main entry point
C800 DI Disable interrupts.
C801 LD SP,$FFFF Put the stack somewhere safe.
This entry point is used by the routines at CDD3 and E62F.
C804 CALL $CA5B Display the intro screen and wait for a game to start.
C807 CALL $C881 Start the game.
Main loop starts here
C80A CALL $D9EC Update the raft.
C80D CALL $E592 Move all objects in the room.
C810 CALL $E93F Toggle the colours on test tubes and dynamite.
C813 CALL $CFD9 Update Dan and check for movement.
C816 CALL $EF7C Draw any glowing objects.
C819 CALL $CC89 Move the lift.
C81C CALL $C92A Update the main status area.
C81F CALL $DA8D Play any sound effects.
C822 CALL $CC5F Animate the river.
C825 CALL $E5E8 Launch the blimp if Dan is in it with the plans.
C828 CALL $E663 Update any teleporters.
C82B CALL $E6DC Update any lasers in the room.
C82E CALL $CEAD Perform any special actions in the room.
C831 CALL $DE52 Update aerosol immunity.
C834 LD BC,$0400 Pause for a time so the game has the right speed.
C837 CALL $D4AF
Pause the game if "P" was pressed
C83A LD A,$DF
C83C IN A,($FE)
C83E RRA
C83F JR C,$C858
C841 XOR A
C842 IN A,($FE)
C844 CPL
C845 AND $1F
C847 JR NZ,$C841
C849 LD A,$DF
C84B IN A,($FE)
C84D RRA
C84E JR C,$C849
C850 XOR A
C851 IN A,($FE)
C853 CPL
C854 AND $1F
C856 JR NZ,$C850
Abort the game if "Q" was pressed
C858 LD A,$FB Get 'Q' - 'T' keys.
C85A IN A,($FE)
C85C RRA Jump to the beginning of the routine if 'Q' was pressed.
C85D JR C,$C80A
C85F LD HL,$C87F Set the laser to fire.
C862 SET 7,(HL)
C864 JR $C804 Run the main loop again.
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