Dynamite Dan | Routines |
Prev: EF7A | Up: Map | Next: EFBC |
EF7C | LD HL,$EF48 | Get the tick count. (EF48) | ||
EF7F | INC (HL) | Increment it. | ||
EF80 | BIT 0,(HL) | Return if bit 0 is no longer set. | ||
EF82 | RET Z | |||
EF83 | LD HL,($EF7A) | Set A to the next attribute in the table at EF7A. | ||
EF86 | INC HL | |||
EF87 | LD A,(HL) | |||
EF88 | CP $07 | Is it 7? | ||
EF8A | JR NZ,$EF8F | Skip the next code if it is. | ||
EF8C | LD HL,$EF71 | Otherwise, loop back to the start of the buffer. | ||
EF8F | LD ($EF7A),HL | Set the current pointer to the attribute. | ||
EF92 | LD ($EF5C),A | Set the attribute for the dynamite. | ||
EF95 | LD ($EF70),A | Set the attribute for the test tube. | ||
EF98 | BIT 5,(IX+$04) | Is there any dynamite in the room? | ||
EF9C | JR Z,$EFAA | Jump forward if not. | ||
EF9E | LD E,(IX+$09) | Put the dynamite co-ordinates in DE. | ||
EFA1 | LD D,(IX+$0A) | |||
EFA4 | LD HL,$EF49 | Point HL at the dynamite UDG (EF49). | ||
EFA7 | CALL $E84E | Draw it. | ||
EFAA | BIT 4,(IX+$04) | Is there a test tube in the room? | ||
EFAE | RET Z | Return if not. | ||
EFAF | LD E,(IX+$02) | Put the test tube co-ordinates in DE. | ||
EFB2 | LD D,(IX+$03) | |||
EFB5 | LD HL,$EF5D | Point HL at the test tube UDG (EF5D). | ||
EFB8 | CALL $E84E | Draw it. | ||
EFBB | RET | Return. |
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