Dynamite Dan | Routines |
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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.
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C804 | CALL $CA5B | Display the intro screen and wait for a game to start. | ||
C807 | CALL $C881 | Start the game. | ||
Main loop starts here
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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 $D4AF | |||
Pause the game if "P" was pressed
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C83A | LD A,$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
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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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