Dynamite Dan | Routines |
Prev: DE1B | Up: Map | Next: DE51 |
|
||||||||
DE28 | RES 2,(IX+$0B) | Mark the aerosol as collected. | ||||||
DE2C | XOR A | Set the time left on the aerosol to the maximum. | ||||||
DE2D | LD ($DE51),A | |||||||
DE30 | LD HL,$C87E | Point HL at the flags. (C87E) | ||||||
DE33 | SET 5,(HL) | Set that Dan has the aerosol. | ||||||
DE35 | LD A,$19 | Add 25 to the score. | ||||||
DE37 | LD DE,$FE65 | Point DE at the relevant tune. (FE65) | ||||||
This entry point is used by the routines at DE0B and DE1B, where A holds the points awarded and DE points to a tune to play.
|
||||||||
DE3A | LD HL,$C86B | Point HL at the amount to add to the score. | ||||||
DE3D | ADD A,(HL) | Add this amount. | ||||||
DE3E | LD (HL),A | |||||||
DE3F | EX DE,HL | Swap DE and HL so that HL points to the tune. | ||||||
DE40 | CALL $DB0B | Start playing the tune. | ||||||
DE43 | LD A,($CFCA) | Put the current room (FCFA) in A. | ||||||
DE46 | CALL $F3E0 | Return the location of the special object in DE. | ||||||
DE49 | LD BC,$0202 | Size is always 2 rows x 2 columns. | ||||||
DE4C | CALL $E897 | Remove the object. | ||||||
DE4F | OR A | Reset the zero flag and return. | ||||||
DE50 | RET |
Prev: DE1B | Up: Map | Next: DE51 |