Deathchase | Routines |
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663D | EI | Turn on interrupts, then turn them off again. Doesn't seem to do much. | ||
663E | DI | |||
663F | CALL $669D | Check for input | ||
6642 | LD A,($5DDE) | Did we hit a bike? | ||
6645 | BIT 0,A | |||
6647 | CALL Z,$68F0 | If not, check for fire and act accordingly | ||
664A | CALL $5EFE | Respond to bike movement | ||
664D | CALL $5E00 | Move the trees | ||
6650 | LD A,($5DD7) | Are we firing the photon bolt? | ||
6653 | BIT 0,A | |||
6655 | CALL NZ,$6A28 | If so, adjust its position | ||
6658 | CALL $5F89 | Print objects on the playing field | ||
665B | LD A,($5DDE) | |||
665E | BIT 0,A | |||
6660 | CALL NZ,$69E3 | |||
6663 | CALL $69CD | Toggle the range indicator | ||
6666 | CALL $69A7 | |||
6669 | CALL $61F3 | Recalculate where enemy bikes should be | ||
666C | LD A,($5DC6) | |||
666F | LD HL,$5DC7 | |||
6672 | CP (HL) | |||
6673 | JR NZ,$667A | |||
6675 | LD A,($5DC5) | |||
6678 | ADD A,(HL) | |||
6679 | LD (HL),A | |||
667A | CALL $66FD | Check to see if we hit a tree | ||
667D | CALL $67C6 | Move the bikes nearer or further depending on speed | ||
6680 | CALL $633A | Move a plan or tank if necessary | ||
6683 | LD A,($5DDE) | Did we hit a bike? | ||
6686 | BIT 0,A | |||
6688 | JR NZ,$669A | Move on if we did | ||
668A | LD A,($5DD7) | Is the photon bolt being fired? | ||
668D | BIT 0,A | |||
668F | JR Z,$669A | Skip if it isn't | ||
6691 | CALL $6859 | Draw the trail of the photon bolt | ||
6694 | CALL $6A28 | Move it left or right appropriately | ||
6697 | CALL $6813 | See if anything has been hit? | ||
669A | JP $663D | Back to start |
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