Routines |
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B9EF | LD HL,$A093 | Set A093 to the energy to loss | ||||||
B9F2 | LD (HL),A | |||||||
B9F3 | LD A,($A014) | Return if weapon energy level equals zero | ||||||
B9F6 | OR A | |||||||
B9F7 | RET Z | |||||||
B9F8 | LD A,($A018) | Decrement weapon energy | ||||||
B9FB | SUB (HL) | |||||||
B9FC | LD ($A018),A | |||||||
B9FF | RET P | Return if energy still a positive value | ||||||
Weapon energy quantity has been depleated
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BA00 | ADD A,$32 | Increment weapon energy by 50 | ||||||
BA02 | LD ($A018),A | |||||||
BA05 | LD A,($A014) | Decrement weapon energy level | ||||||
BA08 | DEC A | |||||||
BA09 | OR A | if weapon energy level reaches zero jump forward | ||||||
BA0A | JP Z,$BA11 | |||||||
BA0D | LD ($A014),A | Set the new weapon energy level | ||||||
BA10 | RET | |||||||
weapon energy level is zero
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BA11 | LD A,($A06E) | Decrement the accumulated energy for weapons | ||||||
BA14 | DEC A | |||||||
BA15 | CP $FF | Return if the accumulated energy is alredy zero | ||||||
BA17 | RET Z | |||||||
BA18 | LD ($A06E),A | Set the new number of accumulated energy for weapon | ||||||
BA1B | LD A,$01 | Set color attribute blue for weapon icon | ||||||
BA1D | LD HL,($A015) | Set HL to point to the current weapon icon HUD in attribute file | ||||||
BA20 | CALL $B983 | Set weapon icon in HUD to the color at A (aatribute file) | ||||||
BA23 | LD HL,($A015) | Point HL to the weapon icon into the attribute buffer | ||||||
BA26 | LD DE,$8CFF | |||||||
BA29 | ADD HL,DE | |||||||
BA2A | CALL $B983 | Set weapon icon in HUD to the color at A (attribute buffer) | ||||||
BA2D | LD HL,($A015) | Set A015 to point to the previous weapon icon | ||||||
BA30 | DEC HL | |||||||
BA31 | DEC HL | |||||||
BA32 | LD ($A015),HL | |||||||
BA35 | LD A,$05 | Set weapon energy level to max | ||||||
BA37 | LD ($A014),A | |||||||
BA3A | JP $B9D7 | Jump to change the current weapon for Rex |
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