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Routines |
| Prev: 9731 | Up: Map | Next: 976E |
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Used by the routine at 9470.
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| 9739 | LD A,($A1C9) | Return if not destroy all enemies active | ||
| 973C | OR A | |||
| 973D | RET NZ | |||
| 973E | LD A,($A205) | Decrement smartbomb inventory | ||
| 9741 | DEC A | |||
| 9742 | CP $FF | |||
| 9744 | RET Z | |||
| 9745 | LD ($A205),A | |||
| 9748 | CALL $A371 | Draw smartbombs in HUD | ||
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Destroy all enemies / projectiles flying. This entry point is used by the routine at 9731.
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| 974B | LD A,$01 | Active destroy all enemies | ||
| 974D | LD ($A1C9),A | |||
| 9750 | LD A,$0E | Set the max number of enemies to be killed equal to 16 | ||
| 9752 | LD ($A1C8),A | |||
| 9755 | LD HL,$5E66 | Set address pointer fot the data buffer of enemies configuration | ||
| 9758 | LD ($A1CA),HL | |||
| 975B | LD HL,$5D28 | Set HL to the address for the projectile status | ||
| 975E | LD B,$14 | Set B to the max number of projectiles on screen | ||
| 9760 | LD A,(HL) | Set A to the status of the projectile | ||
| 9761 | OR A | Jump to the next projectile if projectile is destroyed | ||
| 9762 | JP Z,$9767 | |||
| 9765 | LD (HL),$02 | Set projectile status to Impact #1 | ||
| 9767 | LD DE,$000F | Set HL to pint to the next projectile status | ||
| 976A | ADD HL,DE | |||
| 976B | DJNZ $9760 | Jump back until all projectiles checked | ||
| 976D | RET | |||
| Prev: 9731 | Up: Map | Next: 976E |