Routines |
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A89D | LD A,$03 | Reset channel 3 for explosion sound (modified in Rex explosion at routine 981F) | ||
A89F | LD ($D790),A | |||
A8A2 | CALL $A133 | Initialise time bar loops counter | ||
A8A5 | LD HL,$E9FF | Set A039 to the base address of attribute buffer for score points | ||
A8A8 | LD ($A039),HL | |||
A8AB | CALL $C8EF | Configure room connections and enemies of the room | ||
A8AE | LD HL,$5B60 | Reset projectiles configuration data buffer | ||
A8B1 | LD DE,$5B61 | |||
A8B4 | LD BC,$02ED | |||
A8B7 | LD (HL),$00 | |||
A8B9 | LDIR | |||
A8BB | CALL $C745 | Initialize graphic and attribute data buffers for current room | ||
A8BE | LD HL,$5860 | Reset attribute file for room | ||
A8C1 | LD DE,$5861 | |||
A8C4 | LD BC,$029F | |||
A8C7 | LD (HL),$00 | |||
A8C9 | LDIR | |||
A8CB | CALL $B205 | Reset room graphic buffer | ||
A8CE | CALL $B33E | Copy tile graphic into room graphic data | ||
A8D1 | CALL $A28A | Copy room graphic buffer to display file | ||
A8D4 | CALL $C8BF | Copy room color attribute buffer to attribute file | ||
A8D7 | CALL $CB52 | Configure static enemies for the current room | ||
A8DA | XOR A | Set A=0 | ||
A8DB | LD ($A017),A | Set tilt #0 for arrow keys in room | ||
A8DE | LD ($A045),A | No train generating on room | ||
A8E1 | LD A,($A0B8) | Set A to the current room number | ||
A8E4 | CP $02 | If number of room is $02, $03, $04, $06 or $14 jump to initialize train variables | ||
A8E6 | JR Z,$A8FD | |||
A8E8 | CP $03 | |||
A8EA | JR Z,$A8FD | |||
A8EC | CP $04 | |||
A8EE | JR Z,$A8FD | |||
A8F0 | CP $06 | |||
A8F2 | JP Z,$A8FD | |||
A8F5 | CP $14 | |||
A8F7 | JP Z,$A8FD | |||
A8FA | JP $A903 | Jump forward if not | ||
A8FD | LD HL,$A9F4 | Set HL to data definition for train | ||
A900 | CALL $C965 | Initilaize train in current room | ||
A903 | CALL $99FA | Draw shield power | ||
A906 | LD A,$01 | Set current room configured | ||
A908 | LD ($A05C),A | |||
A90B | RET |
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