Dynamite Dan | Routines |
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Used by the routine at D1CE.
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DE87 | LD E,(IX+$09) | Put the location of dynamite in DE. | ||||||
DE8A | LD D,(IX+$0A) | |||||||
DE8D | DEC E | Move back two columns. | ||||||
DE8E | DEC E | |||||||
DE8F | CALL $DB38 | Is Dan at this location? | ||||||
DE92 | JR NC,$DEB8 | No, so jump forward. | ||||||
Dan has got the dynamite.
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DE94 | RES 5,(IX+$04) | Reset flag 5 (dynamite collected) | ||||||
DE98 | INC E | Move forward two columns. | ||||||
DE99 | INC E | |||||||
DE9A | LD BC,$0201 | Remove the dynamite from screen. | ||||||
DE9D | CALL $E897 | |||||||
DEA0 | LD HL,$C878 | Get the count of dynamite picked up (C878) | ||||||
DEA3 | LD A,(HL) | |||||||
DEA4 | INC (HL) | Increment it. | ||||||
DEA5 | LD E,$17 | Draw on row 11 | ||||||
DEA7 | LD D,A | Draw on the column with the number of dynamite collected | ||||||
DEA8 | LD BC,$0101 | Size is one row and one column. | ||||||
DEAB | LD HL,$DE7F | Point HL at the dynamite static graphic. (DE7F) | ||||||
DEAE | CALL $E87A | Draw the dynamite in the status area. | ||||||
DEB1 | LD A,$64 | Add 64 to the score. | ||||||
DEB3 | LD HL,$EE8B | Point HL at the "picked up dynamite" tune. | ||||||
DEB6 | JR $DED1 | Jump forward. | ||||||
Dan has got a test tube.
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DEB8 | LD E,(IX+$02) | Put the location of the test tube in DE. | ||||||
DEBB | LD D,(IX+$03) | |||||||
DEBE | LD BC,$0102 | Width is one columm and two rows. | ||||||
DEC1 | CALL $E897 | Draw the graphic. | ||||||
DEC4 | RES 4,(IX+$04) | Reset flag 4 (test tube collected) | ||||||
DEC8 | LD HL,$C86C | Point HL at the number of lives. | ||||||
DECB | INC (HL) | Increment it. | ||||||
DECC | LD A,$32 | Add 32 to the score. | ||||||
DECE | LD HL,$EEBD | Point HL at the "picked up a test tube" tune. | ||||||
DED1 | LD ($C86B),A | Set the points to be awarded. (C86B) | ||||||
DED4 | CALL $DB0B | Play the tune and return. | ||||||
DED7 | RET |
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