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Routines |
Prev: 62903 | Up: Map | Next: 63156 |
Used by the routine at 63189. First of all, wipe the blackboards clean.
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62910 | LD H,135 | The blackboards use UDGs 0-79 (0-15 for the Blue Room board, 16-31 for the Yellow Room, 32-47 for the top-floor room in the girls' skool, 48-63 for the Science Lab, and 64-79 for the middle-floor room in the girls' skool) with base page 128; wipe them clean by setting every byte of graphic data for these UDGs to 255 |
62912 | LD C,8 | |
62914 | XOR A | |
62915 | LD L,A | |
62916 | LD B,80 | |
62918 | LD (HL),255 | |
62920 | INC L | |
62921 | DJNZ 62918 | |
62923 | DEC H | |
62924 | DEC C | |
62925 | JR NZ,62915 | |
Next, clear the first 222 bytes of the game status buffer.
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62927 | LD L,0 | Clear the screen refresh buffer and everything else in the game status buffer up to and including 32733 |
62929 | LD B,222 | |
62931 | LD (HL),A | |
62932 | INC L | |
62933 | DJNZ 62931 | |
Reset various counters, flags and identifiers.
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62935 | LD L,224 | Set the lesson descriptor at 32736 to 0 (for no good reason: it will be set again by the routine at 63309 when demo mode or a new game starts) |
62937 | LD (HL),A | |
62938 | INC L | Reset the number of mice caught at 32737 |
62939 | LD (HL),A | |
62940 | INC L | Reset the number of kisses available from HAYLEY at 32738 |
62941 | LD (HL),40 | |
62943 | INC L | Set the lesson clock at 32739 to 1 (so the bell will ring straight away) |
62944 | LD (HL),1 | |
62946 | INC L | |
62947 | LD (HL),A | |
62948 | LD L,235 | Reset the inventory flags at 32747 |
62950 | LD (HL),A | |
62951 | LD L,237 | Clear the game status buffer from 32749 to 32763 |
62953 | LD B,15 | |
62955 | LD (HL),A | |
62956 | INC L | |
62957 | DJNZ 62955 | |
62959 | LD (HL),214 | 32764 holds the number of the last character moved; set this to 214 so it immediately rewinds to 183 (little boy no. 1) |
62961 | LD L,255 | HL=32767 (leftmost column of the play area on screen) |
62963 | LD (HL),A | Set this to 0 |
62964 | LD L,223 | HL=32735 (current lesson number) |
62966 | LD A,(HL) | Pick this up in A (192-255) |
62967 | OR 7 | Make sure the first lesson of the new game will be PLAYTIME |
62969 | LD (HL),A | |
62970 | CALL 27860 | Prepare the doors, windows, cups and bike |
62973 | LD L,243 | HL=32755 (ERIC's main action timer) |
62975 | LD (HL),1 | Initialise this to 1 |
Set up the bike and storeroom combinations.
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62977 | LD C,8 | 4 numbers in each of the 2 combinations |
62979 | LD L,156 | HL=32668 (combinations) |
62981 | CALL 25233 | Generate new bike and Science Lab storeroom combinations |
62984 | LD B,A | |
62985 | CALL 25233 | |
62988 | DJNZ 62985 | |
62990 | LD (HL),A | |
62991 | INC L | |
62992 | DEC C | |
62993 | JR NZ,62981 | |
62995 | LD L,156 | HL=32668 (combinations) |
62997 | LD B,4 | There are 4 digits in the bike combination |
62999 | LD C,47 | 47+1=48 (ASCII code for '0') |
63001 | LD A,(HL) | A=random number collected earlier |
63002 | INC C | C=ASCII code of the number INT(A/26) |
63003 | SUB 26 | |
63005 | JR NC,63002 | |
63007 | LD (HL),C | Put the bike combination digit in place |
63008 | INC L | Point HL at the next digit slot |
63009 | DJNZ 62999 | Jump back until all four digits are done |
63011 | LD B,4 | There are 4 letters in the storeroom combination |
63013 | LD C,64 | 64+1=65 (ASCII code for 'A') |
63015 | LD A,(HL) | A=random number collected earlier |
63016 | INC C | C=ASCII code of the Nth letter of the alphabet (where N=1+INT(A/10)) |
63017 | SUB 10 | |
63019 | JR NC,63016 | |
63021 | LD (HL),C | Put the storeroom combination letter in place |
63022 | INC L | Point HL at the next letter slot |
63023 | DJNZ 63013 | Jump back until all four letters are done |
63025 | LD DE,32668 | Set HL to 32668 and DE to 32676 |
63028 | EX DE,HL | |
63029 | LD C,8 | Copy the bike combination to 32676 and the storeroom combination to 32680 |
63031 | LDIR | |
Place the game characters in their initial positions.
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63033 | LD B,32 | There are 32 game characters (183-214) |
63035 | LD H,183 | 183=little girl no. 1 |
63037 | LD D,H | |
63038 | PUSH BC | |
63039 | LD L,32 | Collect the initial animatory state and location of the character from bytes 32-34 of the character's buffer and copy them into bytes 0-2 |
63041 | XOR A | |
63042 | LD E,A | |
63043 | LD BC,3 | |
63046 | LDIR | |
63048 | EX DE,HL | |
63049 | LD (HL),36 | Place the address of the routine at 53796 (RET) into bytes 3 and 4 of the character's buffer (thus making it the character's primary command; this is useful only for the non-human characters, which do not use command lists and therefore need a default primary command) |
63051 | INC L | |
63052 | LD (HL),210 | |
63054 | INC L | L=5 |
63055 | EX DE,HL | |
63056 | LD B,24 | Zero out bytes 5-28 of the character's buffer |
63058 | LD (DE),A | |
63059 | INC E | |
63060 | DJNZ 63058 | |
63062 | LDI | Copy byte 35 into byte 29 |
63064 | LD A,H | A=character number (183-214) |
63065 | AND 15 | Initialise the walking speed change delay counter at byte 30 of the character's buffer |
63067 | LD (DE),A | |
63068 | POP BC | |
63069 | INC H | Next character |
63070 | DJNZ 63037 | Jump back until all the characters have been initialised |
Set up a free mouse.
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63072 | LD HL,31254 | Routine at 31254: control mouse |
63075 | LD (54289),HL | Place this uninterruptible subcommand routine address into bytes 17 and 18 of the mouse's buffer |
63078 | LD HL,257 | Set bytes 20 and 21 of the mouse's buffer to 1; this has the effect of making the mouse hide initially |
63081 | LD (54292),HL | |
Clear the screen.
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63084 | LD HL,16384 | Clear the display file |
63087 | LD (HL),L | |
63088 | LD DE,16385 | |
63091 | LD BC,6144 | |
63094 | LDIR | |
63096 | LD (HL),7 | PAPER 0: INK 7 |
63098 | LD B,3 | |
63100 | LDIR | |
Prepare the bottom three lines of the screen.
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63102 | LD HL,59176 | The graphic data for the BTS logo is at 59176 |
63105 | LD DE,23224 | Point DE at the appropriate attribute file address |
63108 | CALL 27364 | Print the BTS logo |
63111 | LD HL,58920 | The graphic data for the score box is at 58920 |
63114 | LD DE,23200 | Point DE at the appropriate attribute file address |
63117 | CALL 27364 | Print the Score/Lines/Hi-score box |
63120 | LD HL,(32745) | Collect the hi-score from 32745 into DE |
63123 | EX DE,HL | |
63124 | LD HL,20964 | Point HL at the appropriate display file address |
63127 | CALL 29613 | Print the hi-score |
63130 | XOR A | Print the score (0) |
63131 | CALL 29621 | |
63134 | XOR A | Print the lines total (0) |
63135 | CALL 29643 | |
63138 | LD A,88 | When the game begins, the leftmost column of the play area on screen will be 88+32=120 |
63140 | LD (32767),A | |
Scroll the play area onto the screen and play the theme tune.
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63143 | LD B,4 | There are 4 quarters to scroll on |
63145 | PUSH BC | |
63146 | CALL 25026 | Scroll on a quarter |
63149 | POP BC | |
63150 | DJNZ 63145 | Jump back until all 4 quarters have been scrolled on |
63152 | CALL 24477 | Play the theme tune |
63155 | RET |
Prev: 62903 | Up: Map | Next: 63156 |