Routines
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54A0: Set the input method, change the characters' names, and start the game
 Continues from 53B1. 54A0 CALL \$71E2 Wait for a keypress, and collect its ASCII code in A 54A3 JR Z,\$54A0 54A5 OR \$20 Convert the keypress to lower case 54A7 CP \$63 Was 'c' (Cursor) pressed? 54A9 JR Z,\$54C9 Jump if so 54AB CP \$6E Was 'n' (None) pressed? 54AD JR Z,\$54C9 Jump if so 54AF CP \$6B Was 'k' (Kempston) pressed? 54B1 JR NZ,\$54BA Jump if not 54B3 LD A,\$01 Set 7FEC to 1: using Kempston 54B5 LD (\$7FEC),A 54B8 JR \$54C9 54BA CP \$69 Was 'i' (Int2) pressed? 54BC JR NZ,\$54A0 Jump back to wait for another keypress if not 54BE LD HL,\$53F6 Copy the 10-byte table at 53F6 into the keypress offset table at E500 if Int2 is being used 54C1 LD DE,\$E500 54C4 LD BC,\$000A 54C7 LDIR The input method has been established. Now prepare the screen for the cast of characters. 54C9 LD HL,\$B701 Draw a line (the catwalk) across the screen, and set byte 0x01 of each character's buffer (which holds the character's x-coordinate) to a number between 1 and 32 (so that they are off-screen: the column of the play area at the far left of the screen, stored at 7FFF, was set to 128 earlier on) 54CC LD DE,\$4880 54CF LD B,\$20 54D1 LD A,\$FF 54D3 LD (HL),B 54D4 LD (DE),A 54D5 INC H 54D6 INC E 54D7 DJNZ \$54D3 54D9 LD HL,\$D202 Set byte 0x02 of ERIC's character buffer (which holds his y-coordinate) to 8; this will be the y-coordinate of the characters as they proceed along the catwalk 54DC LD (HL),\$08 54DE LD A,\$F8 Message 0xF8: 'THE CHARACTERS' 54E0 LD HL,\$4040 Print this message 54E3 CALL \$50BC 54E6 CALL \$52A0 Display the main characters and let the user change their names This entry point is used by the routine at 55A0. 54E9 LD HL,\$50AA Do the POKEs specified by the table at 50AA 54EC CALL \$53A0 54EF JP \$F6D5 Start the game
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