Routines |
Prev: BF5B | Up: Map | Next: BFE7 |
Used by the routine at BD6B.
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BF66 | LD A,R | Border color to black? | ||
BF68 | SLA A | |||
BF6A | AND $F8 | |||
BF6C | OUT ($FE),A | |||
BF6E | LD A,(IX+$03) | Set A to the explosion counter | ||
BF71 | SLA A | Save at A093 the position of the offset for the current explosion counter | ||
BF73 | LD ($A093),A | |||
BF76 | LD E,A | Point HL to the corresponent address into offset of debris position | ||
BF77 | LD D,$00 | |||
BF79 | ADD HL,DE | |||
BF7A | LD A,(IX+$00) | Computes the x-byte-position in room of the debris | ||
BF7D | SRL A | |||
BF7F | SRL A | |||
BF81 | SRL A | |||
BF83 | ADD A,(HL) | |||
BF84 | SUB $07 | |||
BF86 | CP $01 | Position is out of bounds of the screen-left border? | ||
BF88 | JP C,$BFCF | Jump forward is so | ||
BF8B | CP $1E | Position is out of bounds of the screen-right border? | ||
BF8D | JP NC,$BFCF | Jump forward if so | ||
BF90 | LD ($A0AF),A | Set A0AF the x-byte-position of the debris | ||
BF93 | INC HL | Computes the y-pixel-position in room of the debris | ||
BF94 | LD A,(HL) | |||
BF95 | ADD A,(IX+$01) | |||
BF98 | SUB $30 | |||
BF9A | CP $08 | Position is out of bounds of the screen-top border? | ||
BF9C | JP C,$BFDB | Jump forward is so | ||
BF9F | CP $A0 | Position is out of bounds of the screen-bottom border? | ||
BFA1 | JP NC,$BFDB | Jump forward is so | ||
BFA4 | LD ($A0B0),A | Set A0B0 the y-pixel-position of the debris | ||
BFA7 | LD L,A | Compute into HL the address of the debris into the room graphic data | ||
BFA8 | LD H,$00 | |||
BFAA | ADD HL,HL | |||
BFAB | ADD HL,HL | |||
BFAC | ADD HL,HL | |||
BFAD | ADD HL,HL | |||
BFAE | ADD HL,HL | |||
BFAF | LD A,($A0AF) | |||
BFB2 | LD E,A | |||
BFB3 | LD D,$00 | |||
BFB5 | ADD HL,DE | |||
BFB6 | LD DE,$EAFF | |||
BFB9 | ADD HL,DE | |||
BFBA | PUSH HL | Save HL | ||
BFBB | LD A,($A093) | Compute into DE the address for the graphic data of the debris | ||
BFBE | SLA A | |||
BFC0 | SLA A | |||
BFC2 | LD E,A | |||
BFC3 | LD D,$00 | |||
BFC5 | LD HL,$AA6E | |||
BFC8 | ADD HL,DE | |||
BFC9 | EX DE,HL | |||
BFCA | POP HL | Restore HL | ||
BFCB | CALL $A4F4 | Draw the debris | ||
BFCE | RET | |||
BFCF | XOR A | Set A=0 | ||
BFD0 | LD ($A0AF),A | Set x-byte-position of the debris to 0 | ||
BFD3 | LD A,$20 | Set y-pixel-position of the debris to $20 | ||
BFD5 | LD ($A0B0),A | |||
BFD8 | JP $BF90 | Jump back | ||
BFDB | LD A,$20 | Set y-pixel-position of the debris to $20 | ||
BFDD | LD ($A0B0),A | |||
BFE0 | XOR A | Set A=0 | ||
BFE1 | LD ($A0AF),A | Set x-byte-position of the debris to 0 | ||
BFE4 | JP $BFA4 | Jump back |
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