Dynamite Dan | Routines |
Prev: E540 | Up: Map | Next: E592 |
Used by the routine at CBBD.
|
||||||||
E544 | LD L,(IX+$07) | Get the pointer to moving object data and put it in HL. | ||||||
E547 | LD H,(IX+$08) | |||||||
E54A | PUSH HL | Copy this to IY. | ||||||
E54B | POP IY | |||||||
This entry point is used by the routine at CA5B. Get the first object
|
||||||||
E54D | LD A,(IY+$00) | Get the first sprite ID. | ||||||
E550 | CALL $D669 | Get the graphic for this and put it in DE. | ||||||
E553 | LD HL,$DED8 | Set HL to the first moving graphics buffer (DED8). | ||||||
E556 | CALL $D677 | Copy the object. | ||||||
Get the second object
|
||||||||
E559 | LD A,(IY+$01) | Get the second sprite ID. | ||||||
E55C | CALL $D669 | Get the graphic for this and put it in DE. | ||||||
E55F | LD HL,$DFCA | Set HL to the second moving graphics buffer (DED8). | ||||||
E562 | CALL $D677 | Copy the object. | ||||||
Get the third object
|
||||||||
E565 | LD A,(IY+$02) | Get the third sprite ID. | ||||||
E568 | CALL $D669 | Get the graphic for this and put it in DE. | ||||||
E56B | LD HL,$E0BC | Set HL to the third moving graphics buffer (DED8). | ||||||
E56E | CALL $D815 | Copy the object. | ||||||
Get the fourth object
|
||||||||
E571 | LD A,(IY+$03) | Get the fourth sprite ID. | ||||||
E574 | CALL $D669 | Get the graphic for this and put it in DE. | ||||||
E577 | LD HL,$E2FE | Set HL to the fourth moving graphics buffer (DED8). | ||||||
E57A | CALL $D815 | Copy the object. | ||||||
Now get the instances of each object.
|
||||||||
E57D | LD A,(IY+$04) | Load the first byte. | ||||||
E580 | CALL $E9F8 | Convert into two bytes in BC. | ||||||
E583 | LD ($E540),BC | Store this in E540. | ||||||
E587 | LD A,(IY+$05) | Load the second byte. | ||||||
E58A | CALL $E9F8 | Convert into two bytes in BC. | ||||||
E58D | LD ($E542),BC | Store this in E540. | ||||||
E591 | RET | Return. |
Prev: E540 | Up: Map | Next: E592 |