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Routines |
Prev: 9D2D | Up: Map | Next: 9E05 |
9D68 | XOR A | Set FINAL BOSS alive | ||
9D69 | LD ($A268),A | |||
9D6C | LD A,($A1FC) | Decrement Rex lives | ||
9D6F | DEC A | |||
9D70 | LD ($A1FC),A | |||
9D73 | CP $FF | Jump forward if Rex has no more lives | ||
9D75 | JP Z,$9DB5 | |||
9D78 | CALL $98D9 | Draw lives in HUD | ||
9D7B | LD A,($A1F2) | Set the x-position of respawn | ||
9D7E | LD ($A24F),A | |||
9D81 | LD A,($A1F3) | Set the y-position of respawn | ||
9D84 | LD ($A250),A | |||
9D87 | XOR A | |||
9D88 | LD ($A24C),A | Not used | ||
9D8B | LD ($A1E2),A | Set shield inactive | ||
9D8E | LD ($A254),A | Set face direction to right | ||
9D91 | LD ($A256),A | Set Rex not jumping | ||
9D94 | LD ($A22A),A | Reset falling y-speed | ||
9D97 | LD ($A255),A | Set Rex not falling | ||
9D9A | LD ($A1EE),A | Set Rex alive | ||
9D9D | CALL $9E15 | Configure data for Rex teleporting when game resume | ||
9DA0 | LD A,($A1F4) | If current room equals to respawn room jump to draw shield power | ||
9DA3 | LD HL,$A251 | |||
9DA6 | CP (HL) | |||
9DA7 | JP Z,$9DB1 | |||
9DAA | LD ($A251),A | Set the new current room | ||
9DAD | POP BC | Restore BC | ||
9DAE | JP $9585 | Jump to the main loop for the game | ||
9DB1 | CALL $9918 | Draw shield power on HUD | ||
9DB4 | RET | |||
no more lives
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9DB5 | LD DE,($A1D7) | Set A224 the final score. Final score will be the value initialised on A224 if this value is greater than the actual score on A1D7 | ||
9DB9 | LD HL,($A224) | |||
9DBC | AND A | |||
9DBD | SBC HL,DE | |||
9DBF | JP NC,$9DC6 | |||
9DC2 | LD ($A224),DE | |||
9DC6 | LD IX,$AB31 | Show GAME OVER windows | ||
9DCA | LD B,$01 | |||
9DCC | CALL $A2E6 | |||
9DCF | LD IX,$AB3E | Show HI SCORE windows | ||
9DD3 | LD B,$01 | |||
9DD5 | CALL $A2E6 | |||
9DD8 | LD IX,$AB52 | Show BIO GROWTHS KILLED windows | ||
9DDC | LD B,$01 | |||
9DDE | CALL $A2E6 | |||
9DE1 | LD HL,($A222) | Convert BIO GROWTHS KILLED value into a list of charcodes | ||
9DE4 | CALL $A5AA | |||
9DE7 | LD E,$1E | Draw the number of BIO GROWTHS KILLED | ||
9DE9 | LD L,$80 | |||
9DEB | LD B,$05 | |||
9DED | CALL $A570 | |||
9DF0 | LD HL,($A224) | Convert the score into a list of charcodes | ||
9DF3 | CALL $A5AA | |||
9DF6 | LD E,$12 | Draw the score into the windows | ||
9DF8 | LD L,$60 | |||
9DFA | LD B,$05 | |||
9DFC | CALL $A570 | |||
9DFF | CALL $97D2 | Reset sound data and wait for FIRE key press | ||
9E02 | JP $948E | Jump to init game |
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