Routines |
Prev: 6592 | Up: Map | Next: 666E |
Used by the routine at F080. For each bullet currently in flight, calculates the bullet's next location and draws it there (unless it has hit Sam).
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65DB | LD HL,$7FE7 | 7FE7 holds the bullet timer | ||
65DE | DEC (HL) | Is it time to move and redraw the bullets? | ||
65DF | RET NZ | Return if not | ||
65E0 | LD A,($7F9F) | Collect the MSB of Sam's cash supply | ||
65E3 | LD C,$03 | Keep only bits 0 and 1 of the MSB | ||
65E5 | AND C | |||
65E6 | XOR C | A=6-A | ||
65E7 | ADD A,C | |||
65E8 | LD (HL),A | Reinitialise the bullet timer at 7FE7 to 3, 4, 5 or 6 | ||
65E9 | LD L,$C0 | HL=7FC0 (first byte of bullet buffer 1) | ||
The following loop checks each bullet to see whether it is in flight or has flown off the screen.
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65EB | LD DE,($7FFE) | Collect the x- and y-coordinates of the top-left tile of the play area on screen in E and D | ||
65EF | LD A,(HL) | A=x-coordinate of the leftmost column of the play area that was on screen the last time the bullet was drawn | ||
65F0 | LD (HL),E | Replace that x-coordinate with the current value | ||
65F1 | SUB E | A=bullet's current screen x-coordinate | ||
65F2 | INC HL | |||
65F3 | ADD A,(HL) | |||
65F4 | LD E,A | Copy this to E | ||
65F5 | LD (HL),A | Also store it in the bullet buffer | ||
65F6 | INC HL | Point HL at the third byte of the bullet buffer | ||
65F7 | CP $20 | Has the bullet flown off screen to the right? | ||
65F9 | JR NC,$65FF | Jump if so | ||
65FB | LD A,(HL) | A=bullet's current screen y-coordinate (or 0 if the bullet is not in flight) | ||
65FC | AND A | Is the bullet in flight at the moment? | ||
65FD | JR NZ,$6608 | Jump if so | ||
65FF | LD (HL),$00 | Set the third byte of the bullet's buffer to 0, indicating that it is not in flight | ||
6601 | INC L | Point HL at the last byte of the bullet buffer | ||
6602 | INC L | Point HL at the first byte of the next bullet buffer | ||
6603 | BIT 3,L | Have we dealt with both bullets yet? | ||
6605 | JR Z,$65EB | Jump back if not | ||
6607 | RET | |||
This bullet is currently in flight.
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6608 | LD A,D | A=y-coordinate of the topmost row of the play area on screen | ||
6609 | CP $14 | Is the sidewalk on screen at the moment? | ||
660B | JR NZ,$65FF | Terminate the bullet if not | ||
660D | LD D,(HL) | D=bullet's current screen y-coordinate | ||
660E | PUSH HL | Save the pointer to the bullet buffer | ||
660F | EX DE,HL | Transfer the bullet's screen x- and y-coordinates to L and H | ||
6610 | CALL $E70C | Print the play area tile at these coordinates, thus erasing the bullet | ||
6613 | POP HL | Restore the bullet buffer pointer to HL | ||
6614 | INC HL | Point HL at the fourth byte of the bullet buffer | ||
6615 | LD A,$20 | Flip bit 5 of this byte | ||
6617 | XOR (HL) | |||
6618 | LD (HL),A | |||
6619 | DEC HL | Point HL at the second byte of the bullet buffer (which holds the bullet's screen x-coordinate) | ||
661A | DEC HL | |||
661B | DEC (HL) | Decrement the bullet's screen x-coordinate | ||
661C | ADD A,A | Is the bullet flying leftwards? | ||
661D | JR NC,$6621 | Jump if so | ||
661F | INC (HL) | Otherwise increment the bullet's x-coordinate | ||
6620 | INC (HL) | |||
6621 | LD E,(HL) | E=bullet's next screen x-coordinate | ||
6622 | INC HL | Point HL at the third byte of the bullet buffer | ||
6623 | BIT 5,E | Would the bullet now be off-screen to the left or right? | ||
6625 | JR NZ,$65FF | Terminate the bullet if so | ||
6627 | ADD A,A | Is the bullet flying perfectly horizontally? | ||
6628 | JR NC,$664C | Jump if so | ||
The bullet is flying at an angle towards the ground or the sky.
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662A | ADD A,A | Push what was bit 5 of the fourth byte of the bullet buffer into the carry flag (and ignore it) | ||
662B | NOP | |||
662C | NOP | |||
662D | ADD A,A | Set the carry flag if the bullet is flying towards the sky | ||
662E | INC HL | Point HL at the fourth byte of the bullet buffer | ||
662F | JR C,$6642 | Jump if the bullet is flying towards the sky | ||
The bullet is flying at an angle towards the ground.
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6631 | RES 3,(HL) | Reset bit 3 to prevent overflow (which would affect bits 4-7) | ||
6633 | INC (HL) | Increment the pixel row counter in bits 0-2 | ||
6634 | LD A,(HL) | Pick up the fourth byte of the bullet buffer | ||
6635 | AND $07 | Keep only bits 0-2 (the pixel row counter) | ||
6637 | DEC HL | Point HL at the third byte of the bullet buffer | ||
6638 | JR NZ,$664C | Jump unless the pixel row counter rolled over from 7 to 0 | ||
663A | INC (HL) | Increment the bullet's screen y-coordinate | ||
663B | LD A,(HL) | A=bullet's next screen y-coordinate | ||
663C | CP $14 | Has the bullet flown off the bottom of the screen? | ||
663E | JR Z,$65FF | Terminate it if so | ||
6640 | JR $664C | |||
The bullet is flying at an angle towards the sky.
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6642 | SET 3,(HL) | Set bit 3 to prevent underflow (which would affect bits 4-7) | ||
6644 | LD A,(HL) | Pick up the fourth byte of the bullet buffer | ||
6645 | DEC (HL) | Decrement the pixel row counter in bits 0-2 | ||
6646 | AND $07 | A=previous value of the pixel row counter (0-7) | ||
6648 | DEC HL | Point HL at the third byte of the bullet buffer | ||
6649 | JR NZ,$664C | Jump unless the pixel row counter rolled over from 0 to 7 | ||
664B | DEC (HL) | Decrement the bullet's screen y-coordinate | ||
664C | LD D,(HL) | D=bullet's next screen y-coordinate | ||
Having calculated where the bullet is going next, we check whether it would hit Sam.
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664D | CALL $6592 | Would the bullet hit Sam? | ||
6650 | JR C,$65FF | Terminate the bullet if so | ||
The bullet has not flown off the screen or hit Sam, so now we draw it.
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6652 | LD A,D | A=bullet's next screen y-coordinate | ||
6653 | AND $07 | Point DE at the top pixel row of the screen cell in which the bullet will be drawn | ||
6655 | RRCA | |||
6656 | RRCA | |||
6657 | RRCA | |||
6658 | ADD A,E | |||
6659 | LD E,A | |||
665A | LD A,D | |||
665B | AND $18 | |||
665D | ADD A,$40 | |||
665F | LD D,A | |||
6660 | INC HL | Point HL at the fourth byte of the bullet buffer | ||
6661 | LD A,(HL) | Point DE at the exact pixel row of the screen cell in which the bullet will be drawn | ||
6662 | AND $07 | |||
6664 | ADD A,D | |||
6665 | LD D,A | |||
6666 | LD A,(DE) | Pick up the current pixel row from the display file | ||
6667 | OR $3C | Set bits 2-5 | ||
6669 | AND $BD | Reset bits 6 and 1 | ||
666B | LD (DE),A | Draw the bullet | ||
666C | JR $6602 | Jump back to deal with the next bullet |
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