Routines |
Prev: 7654 | Up: Map | Next: 7744 |
The address of this uninterruptible subcommand routine is placed into bytes 0x11 and 0x12 of a catapult pellet's buffer by the routine at 775B. It controls the pellet from the beginning of its flight to the end, including any collisions with cups, trees, other characters, and teachers' heads.
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76AC | LD L,$13 | Byte 0x13 of the pellet's buffer holds the distance left to travel | ||||||
76AE | DEC (HL) | Has the pellet finished travelling? | ||||||
76AF | JP Z,$74CF | Terminate the pellet if so | ||||||
76B2 | LD A,(HL) | A=distance left to travel | ||||||
76B3 | CP $05 | Does the pellet have fewer than 5 spaces left to travel? | ||||||
76B5 | JR C,$76CD | Jump if so (to check for hittable obstacles) | ||||||
The pellet is merrily wending its way through the air. It's not ready to hit anything vulnerable yet, or has simply failed to do so. The only thing that can stop it at the moment is a wall, door or window.
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76B7 | LD L,$00 | Point HL at byte 0x00 of the pellet's buffer | ||||||
76B9 | LD A,(HL) | A=pellet's animatory state | ||||||
76BA | RLCA | Set the carry flag if the pellet is travelling to the left | ||||||
76BB | CCF | |||||||
76BC | SBC A,A | A=-1 if the pellet is travelling leftwards, 1 if rightwards | ||||||
76BD | ADD A,A | |||||||
76BE | INC A | |||||||
76BF | INC L | Add the pellet's x-coordinate to obtain that of the location directly in front of the pellet | ||||||
76C0 | ADD A,(HL) | |||||||
76C1 | LD E,A | Store this in E | ||||||
76C2 | INC L | L=0x02 | ||||||
76C3 | LD D,(HL) | D=pellet's y-coordinate | ||||||
76C4 | CALL $7654 | Check for closed doors, windows and walls in the pellet's path | ||||||
76C7 | JP C,$74CF | Terminate the pellet if there is one | ||||||
76CA | JP $7250 | Otherwise just advance the pellet one space | ||||||
The pellet is ready to hit a vulnerable character, cup or tree.
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76CD | CALL $7615 | Has the pellet hit a water- or sherry-filled cup? | ||||||
76D0 | JR NZ,$76E3 | Jump if not | ||||||
The pellet has hit a water- or sherry-filled cup, or a conker in the tree. The A register holds the animatory state of the object (drop of water/sherry, or conker) that the pellet will become.
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76D2 | LD L,$12 | Place the address of the uninterruptible subcommand routine at 74C8 into bytes 0x11 and 0x12 of the catapult pellet's buffer | ||||||
76D4 | LD (HL),$74 | |||||||
76D6 | DEC L | |||||||
76D7 | LD (HL),$C8 | |||||||
76D9 | PUSH AF | Save the new animatory state of the transmuted pellet | ||||||
76DA | CALL $61B4 | Update the SRB for the pellet's current location | ||||||
76DD | POP AF | Restore the transmuted pellet's animatory state to A | ||||||
76DE | DEC D | The projectile will ascend two levels | ||||||
76DF | DEC D | |||||||
76E0 | JP $6130 | Update the projectile's location and update the SRB | ||||||
The pellet hasn't hit a water- or sherry-filled cup. Has it hit a teacher?
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76E3 | LD L,$01 | Point HL at byte 0x01 of the pellet's buffer | ||||||
76E5 | LD E,(HL) | E=pellet's x-coordinate | ||||||
76E6 | INC L | L=0x02 | ||||||
76E7 | LD D,(HL) | D=pellet's y-coordinate | ||||||
76E8 | LD B,$05 | There are 5 teachers who can be hit by a pellet | ||||||
76EA | CALL $74A2 | Has the pellet hit any of these teachers? | ||||||
76ED | JR NZ,$771B | Jump if not | ||||||
76EF | LD C,$00 | Point BC at byte 0x00 of the stricken teacher's buffer | ||||||
76F1 | LD A,(BC) | A=animatory state of this teacher | ||||||
76F2 | AND $07 | Is the teacher already sitting on the floor? | ||||||
76F4 | CP $06 | |||||||
76F6 | JR NZ,$7712 | Jump if not | ||||||
76F8 | LD L,$13 | Place 6 into byte 0x13 of the pellet's buffer (the distance the pellet will travel after bouncing off the teacher's head) | ||||||
76FA | LD (HL),A | |||||||
This section of code controls the pellet's motion on its ascent from the teacher's head.
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76FB | LD L,$13 | Byte 0x13 of the pellet's buffer holds the distance left to travel | ||||||
76FD | DEC (HL) | Decrement this | ||||||
76FE | JP Z,$74CF | Terminate the pellet if its journey is over | ||||||
7701 | CALL $7615 | Has the pellet hit a water- or sherry-filled cup? | ||||||
7704 | JR Z,$76D2 | Jump if so | ||||||
7706 | CALL $61B4 | Update the SRB for the pellet's current location | ||||||
7709 | DEC D | Has the pellet hit the ceiling on the top floor? | ||||||
770A | JR NZ,$770D | Jump if not (having raised the pellet one level) | ||||||
770C | INC D | D=1; this makes the pellet hover just below the ceiling on the top floor before disappearing, which is a bug | ||||||
770D | CALL $7746 | Replace the address of this routine in bytes 0x11 and 0x12 of the pellet's buffer with 7710 (the address of the next instruction) | ||||||
7710 | JR $76FB | |||||||
The pellet has hit a teacher who's standing up.
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7712 | LD C,$12 | Point BC at byte 0x12 of the teacher's buffer | ||||||
7714 | LD A,(BC) | A=MSB of a routine address, or 0 | ||||||
7715 | PUSH BC | |||||||
7716 | AND A | Is there an uninterruptible subcommand routine address in bytes 0x11 and 0x12 of the teacher's buffer? | ||||||
7717 | JP Z,$751F | Jump if not (this teacher can be knocked over) | ||||||
771A | POP BC | |||||||
The pellet hasn't hit any liquid-containing cups or vulnerable teachers. Has it hit any kids?
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771B | LD D,$CE | 0xCE=BOY WANDER | ||||||
771D | LD B,$05 | There are 5 kids who can be knocked over | ||||||
771F | CALL $6CAC | Has the pellet hit any of them? | ||||||
7722 | JP NC,$7842 | Knock them down if so | ||||||
The pellet hasn't hit any liquid-containing cups, teachers or kids. Has it hit a conker in the tree?
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7725 | LD L,$13 | Byte 0x13 of the pellet's buffer holds the distance left to travel | ||||||
7727 | LD A,(HL) | Pick this up in A | ||||||
7728 | DEC A | Is there only one space left to travel? | ||||||
7729 | JP Z,$76B7 | Jump if so | ||||||
772C | LD L,$02 | Point HL at byte 0x02 of the pellet's buffer | ||||||
772E | LD A,(HL) | A=pellet's y-coordinate | ||||||
772F | CP $04 | Was the pellet fired on the top floor? | ||||||
7731 | JR NC,$773C | Jump if not | ||||||
7733 | DEC L | L=0x01 | ||||||
7734 | LD A,(HL) | A=pellet's x-coordinate | ||||||
7735 | CP $80 | Jump if the pellet is to the right of the tree (it was fired in the girls' skool) | ||||||
7737 | JR NC,$773C | |||||||
7739 | CP $60 | Set the carry flag if A>=96 (i.e. the pellet is in the tree) | ||||||
773B | CCF | |||||||
773C | JP NC,$76B7 | Jump unless the pellet will knock a conker out of the tree | ||||||
773F | LD A,$37 | 0x37: animatory state of a conker | ||||||
7741 | JP $76D2 | Transmute the pellet into a conker |
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