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Routines |
Prev: A986 | Up: Map | Next: AA00 |
A98E | LD A,$C8 | Set A25C the loop counter for the showed room = 200 | ||
A990 | LD ($A25C),A | |||
A993 | LD A,($A25B) | Pick up the list number for the next room to show | ||
A996 | LD E,A | Set A the room number to show | ||
A997 | LD D,$00 | |||
A999 | LD HL,$A986 | |||
A99C | ADD HL,DE | |||
A99D | LD A,(HL) | |||
A99E | CP $FF | the room number is $FF? | ||
A9A0 | JP NZ,$A9AA | Jump if it isn't | ||
A9A3 | XOR A | Reset the list number at R$A25B | ||
A9A4 | LD ($A25B),A | |||
A9A7 | JP $A993 | Jump back | ||
A9AA | LD ($A251),A | Set A251 to the room number to display | ||
A9AD | LD A,($A25B) | Point $A25B to the next room on the list | ||
A9B0 | INC A | |||
A9B1 | LD ($A25B),A | |||
A9B4 | CALL $A939 | Configure current room | ||
A9B7 | LD A,($A25C) | Pick up loop counter | ||
A9BA | DEC A | Decrement loop counter | ||
A9BB | OR A | is zero? | ||
A9BC | JP Z,$A98E | Jump back if so and show next room | ||
A9BF | LD ($A25C),A | Save loop counter at A25C | ||
A9C2 | CALL $B68B | Draw enemy projectiles | ||
A9C5 | CALL $BC48 | Draw enemies | ||
A9C8 | CALL $D424 | Play sound channels | ||
A9CB | CALL $B384 | Copy tile graphic into room graphic data | ||
A9CE | CALL $A432 | Copy room graphic buffer to display file | ||
A9D1 | CALL $B243 | Reset room graphic buffer | ||
A9D4 | CALL $D424 | Play sound channels | ||
A9D7 | CALL $CF59 | Handle enemy projectile collision with Rex | ||
A9DA | CALL $B9E6 | Update color attribute for weapon icon on HUD | ||
A9DD | CALL $C9E3 | Generate train wagons: front, middle or rear wagon. No used | ||
A9E0 | CALL $CA35 | Creates a new mobile enemy on room | ||
A9E3 | CALL $98B0 | Update attribute color for score points in HUD | ||
A9E6 | CALL $996A | HUD flash | ||
A9E9 | CALL $A26C | Update timer bar in HUD | ||
A9EC | CALL $A61F | Check for FIRE key pressed | ||
A9EF | JP Z,$948E | Jump to init game if pressed | ||
A9F2 | CALL $A706 | Update arrow tiles, shield recharger and respawn indicator | ||
A9F5 | LD A,($A1B0) | Change tilt arrow tiles | ||
A9F8 | XOR $01 | |||
A9FA | LD ($A1B0),A | |||
A9FD | JP $A9B7 | Jump back to main loop game |
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