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Routines |
| Prev: BA09 | Up: Map | Next: BAB8 |
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| BA6A | LD HL,$A22C | Set A22C to the energy to loss | ||||||
| BA6D | LD (HL),A | |||||||
| BA6E | LD A,($A1AD) | Return if weapon energy level equals zero | ||||||
| BA71 | OR A | |||||||
| BA72 | RET Z | |||||||
| BA73 | LD A,($A1B1) | Decrement weapon energy | ||||||
| BA76 | SUB (HL) | |||||||
| BA77 | LD ($A1B1),A | |||||||
| BA7A | RET P | Return if energy still a positive value | ||||||
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Weapon energy quantity has been depleated
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| BA7B | ADD A,$32 | Increment weapon energy by 50 | ||||||
| BA7D | LD ($A1B1),A | |||||||
| BA80 | LD A,($A1AD) | Decrement weapon energy level | ||||||
| BA83 | DEC A | |||||||
| BA84 | OR A | if weapon energy level reaches zero jump forward | ||||||
| BA85 | JP Z,$BA8C | |||||||
| BA88 | LD ($A1AD),A | Set the new weapon energy level | ||||||
| BA8B | RET | |||||||
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weapon energy level is zero
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| BA8C | LD A,($A207) | Decrement the accumulated energy for weapons | ||||||
| BA8F | DEC A | |||||||
| BA90 | CP $FF | Return if the accumulated energy is alredy zero | ||||||
| BA92 | RET Z | |||||||
| BA93 | LD ($A207),A | Set the new number of accumulated energy for weapon | ||||||
| BA96 | LD A,$01 | Set color attribute blue for weapon icon | ||||||
| BA98 | LD HL,($A1AE) | Set HL to point to the current weapon icon HUD in attribute file | ||||||
| BA9B | CALL $B9FE | Set weapon icon in HUD to the color at A (atribute file) | ||||||
| BA9E | LD HL,($A1AE) | Point HL to the weapon icon into the attribute buffer | ||||||
| BAA1 | LD DE,$8CFF | |||||||
| BAA4 | ADD HL,DE | |||||||
| BAA5 | CALL $B9FE | Set weapon icon in HUD to the color at A (attribute buffer) | ||||||
| BAA8 | LD HL,($A1AE) | Set A015 to point to the previous weapon icon | ||||||
| BAAB | DEC HL | |||||||
| BAAC | DEC HL | |||||||
| BAAD | LD ($A1AE),HL | |||||||
| BAB0 | LD A,$05 | Set weapon energy level to max | ||||||
| BAB2 | LD ($A1AD),A | |||||||
| BAB5 | JP $BA52 | Jump to change the current weapon for Rex | ||||||
| Prev: BA09 | Up: Map | Next: BAB8 |