|  | Routines | 
| Prev: 9749 | Up: Map | Next: 9786 | 
| 
Used by the routine at 947A.
 | ||||
| 9751 | LD A,($A030) | Return if not destroy all enemies active | ||
| 9754 | OR A | |||
| 9755 | RET NZ | |||
| 9756 | LD A,($A06C) | Decrement smartbomb inventory | ||
| 9759 | DEC A | |||
| 975A | CP $FF | |||
| 975C | RET Z | |||
| 975D | LD ($A06C),A | |||
| 9760 | CALL $A1C9 | Draw smartbombs in HUD | ||
| 
Destroy all enemies / projectiles flying. This entry point is used by the routine at 9749.
 | ||||
| 9763 | LD A,$01 | Active destroy all enemies | ||
| 9765 | LD ($A030),A | |||
| 9768 | LD A,$10 | Set the max number of enemies to be killes equal to 16 | ||
| 976A | LD ($A02F),A | |||
| 976D | LD HL,$5E66 | Set address pointer fot the data buffer of enemies configuration | ||
| 9770 | LD ($A031),HL | |||
| 9773 | LD HL,$5D28 | Set HL to the address for the projectile status | ||
| 9776 | LD B,$14 | Set B to the max number of projectiles on screen | ||
| 9778 | LD A,(HL) | Set A to the status of the projectile | ||
| 9779 | OR A | Jump to the next projectile if projectile is destroyed | ||
| 977A | JP Z,$977F | |||
| 977D | LD (HL),$02 | Set projectile status to Impact #1 | ||
| 977F | LD DE,$000F | Set HL to pint to the next projectile status | ||
| 9782 | ADD HL,DE | |||
| 9783 | DJNZ $9778 | Jump back until all projectiles checked | ||
| 9785 | RET | |||
| Prev: 9749 | Up: Map | Next: 9786 |