Routines |
Prev: 658F | Up: Map | Next: 65DB |
Used by the routine at 65DB. Returns with the carry flag set if Sam has been hit by a bullet.
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6592 | EXX | |||||||||
6593 | XOR A | Initialise E' to 0; E' may be updated by the call to E900 below | ||||||||
6594 | LD E,A | |||||||||
6595 | EXX | |||||||||
6596 | PUSH HL | |||||||||
6597 | PUSH DE | Save the bullet's screen coordinates | ||||||||
6598 | LD HL,($7FFE) | Collect the x- and y-coordinates of the top-left tile of the play area on screen in L and H | ||||||||
659B | ADD HL,DE | Add the bullet's screen coordinates | ||||||||
659C | EX DE,HL | Now DE holds the bullet's play area coordinates | ||||||||
659D | LD HL,$E604 | Point HL at byte 0x04 of Sam's buffer | ||||||||
65A0 | LD A,(HL) | A=Sam's z-coordinate | ||||||||
65A1 | DEC A | Set the zero flag if Sam's indoors | ||||||||
65A2 | CALL $E900 | Print the play area tile where the bullet will be next (if Sam's not indoors) | ||||||||
65A5 | LD A,E | A=reference of the sprite tile (of Sam's) that was printed, or 0 if none was printed | ||||||||
65A6 | AND A | Was a sprite tile printed? | ||||||||
65A7 | JR Z,$65D8 | Jump if not (Sam was not hit) | ||||||||
65A9 | CP $10 | Was the sprite tile reference in the range 0x01-0x0F? | ||||||||
65AB | JR C,$65B1 | Jump if so | ||||||||
65AD | CP $1A | Was the sprite tile reference in the range 0x10-0x19? | ||||||||
65AF | JR C,$65BF | Jump if so (Sam was hit by the bullet) | ||||||||
The reference of the sprite tile upon which the bullet impinged was in the range 0x01-0x0F or greater than 0x19. Closer examination is required to determine whether Sam was hit.
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65B1 | LD HL,$6586 | Point HL at the table of sprite tile references at 6586 | ||||||||
65B4 | LD B,$09 | There are 9 sprite tile references in the table | ||||||||
65B6 | CP (HL) | Compare the reference of the sprite tile that was printed with a reference from the table | ||||||||
65B7 | JR Z,$65BF | Jump if they match (Sam was hit) | ||||||||
65B9 | INC HL | Point HL at the next sprite tile reference in the table | ||||||||
65BA | DJNZ $65B6 | Jump back to compare it with the sprite tile that was printed | ||||||||
65BC | AND A | Reset the carry flag: Sam was not hit by the bullet | ||||||||
65BD | JR $65D8 | |||||||||
Sam was hit by the bullet.
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65BF | CALL $66F0 | Make the sound effect of Sam being hit by a bullet | ||||||||
65C2 | LD HL,$7FEF | 7FEF holds the number of remaining first aid kits | ||||||||
65C5 | LD A,(HL) | Pick this up in A | ||||||||
65C6 | ADD A,A | Discard a first aid kit | ||||||||
65C7 | LD (HL),A | |||||||||
65C8 | JR C,$65D4 | Jump if there was a first aid kit left to discard | ||||||||
Sam has already used all his first aid kits. Game over.
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65CA | LD L,$9E | HL=7F9E (bucks) | ||||||||
65CC | LD (HL),A | Reduce Sam's cash supply to 0 | ||||||||
65CD | INC L | |||||||||
65CE | LD (HL),A | |||||||||
65CF | LD A,$63 | Message 0x63: 'I HAD TO GO TO HOSPITAL...' | ||||||||
65D1 | JP $7AD5 | Display the ending cutscene with this message | ||||||||
Sam had a first aid kit left.
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65D4 | CALL $7417 | Display any remaining first aid kits | ||||||||
65D7 | SCF | Set the carry flag: Sam was hit by the bullet | ||||||||
65D8 | POP DE | Restore the bullet's screen coordinates to DE | ||||||||
65D9 | POP HL | |||||||||
65DA | RET |
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