Routines |
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Used by the routine at 80E5.
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8155 | CALL $BAD8 | Initialize character data. | ||
8158 | CALL $B8ED | Clear the screen. | ||
815B | CALL $E3FD | Refresh the status bar. | ||
815E | CALL $813B | Set up initial data. | ||
8161 | LD ($813A),A | Set the current room (813A) to 0 (set up by the previous routine) | ||
The main loop of the demo mode begins here.
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8164 | LD A,($813A) | Get the current room in demo mode. | ||
8167 | CP (IY+$0F) | Is is the current room for the current character? | ||
816A | JR Z,$8175 | Jump forward if it is. | ||
816C | LD A,(IY+$0F) | Otherwise copy the current room to the demo mode room flag. | ||
816F | LD ($813A),A | |||
8172 | CALL $B952 | Draw the room. | ||
8175 | CALL $81AE | Move everything on screen. | ||
8178 | XOR A | Read all keys. | ||
8179 | IN A,($FE) | |||
817B | OR $E0 | Set bits 5-7 as the hardware doesn't read those. | ||
817D | CP $FF | Was any key pressed? | ||
817F | JP NZ,$80E5 | No, so carry on in demo mode. | ||
8182 | JR $8164 | Otherwise loop back round and continue. |
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