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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 | ||||||
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 ($A1AD),A | Set the new weapon energy level | ||||||
BA8B | RET | |||||||
weapon energy level is zero
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BA8C | LD A,($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 |
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