Routines |
Prev: 35841 | Up: Map | Next: 36147 |
Used by the routine at 35841.
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35914 | LD HL,16384 | Clear the top two-thirds of the display file | ||
35917 | LD DE,16385 | |||
35920 | LD BC,4095 | |||
35923 | LD (HL),0 | |||
35925 | LDIR | |||
35927 | XOR A | Initialise the temporary game status buffer variable at 34276; this variable will determine the distance of the foot from the top of the screen | ||
35928 | LD (34276),A | |||
35931 | LD DE,40256 | Draw Willy at (12,15) | ||
35934 | LD HL,18575 | |||
35937 | LD C,0 | |||
35939 | CALL 37974 | |||
35942 | LD DE,40032 | Draw the barrel underneath Willy at (14,15) | ||
35945 | LD HL,18639 | |||
35948 | LD C,0 | |||
35950 | CALL 37974 | |||
The following loop draws the foot's descent onto the barrel that supports Willy while producing a sound effect.
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35953 | LD A,(34276) | Pick up the distance variable from 34276 | ||
35956 | LD C,A | Point BC at the corresponding entry in the screen buffer address lookup table at 33280 | ||
35957 | LD B,130 | |||
35959 | LD A,(BC) | Point HL at the corresponding location in the display file | ||
35960 | OR 15 | |||
35962 | LD L,A | |||
35963 | INC BC | |||
35964 | LD A,(BC) | |||
35965 | SUB 32 | |||
35967 | LD H,A | |||
35968 | LD DE,40000 | Draw the foot at this location, without erasing the foot at the previous location; this leaves the portion of the foot sprite that's above the ankle in place, and makes the foot appear as if it's at the end of a long, extending leg | ||
35971 | LD C,0 | |||
35973 | CALL 37974 | |||
35976 | LD A,(34276) | Pick up the distance variable from 34276 | ||
35979 | CPL | A=255-A | ||
35980 | LD E,A | Store this value (63-255) in E; it determines the (rising) pitch of the sound effect that will be made | ||
35981 | XOR A | A=0 (black border) | ||
35982 | LD BC,64 | C=64; this value determines the duration of the sound effect | ||
35985 | OUT (254),A | Produce a short note whose pitch is determined by E | ||
35987 | XOR 24 | |||
35989 | LD B,E | |||
35990 | DJNZ 35990 | |||
35992 | DEC C | |||
35993 | JR NZ,35985 | |||
35995 | LD HL,22528 | Prepare BC, DE and HL for setting the attribute bytes in the top two-thirds of the screen | ||
35998 | LD DE,22529 | |||
36001 | LD BC,511 | |||
36004 | LD A,(34276) | Pick up the distance variable from 34276 | ||
36007 | AND 12 | Keep only bits 2 and 3 | ||
36009 | RLCA | Shift bits 2 and 3 into bits 3 and 4; these bits determine the PAPER colour: 0, 1, 2 or 3 | ||
36010 | OR 71 | Set bits 0-2 (INK 7) and 6 (BRIGHT 1) | ||
36012 | LD (HL),A | Copy this attribute value into the top two-thirds of the screen | ||
36013 | LDIR | |||
36015 | AND 250 | Reset bits 0 and 2, and retain all other bits | ||
36017 | OR 2 | Set bit 1 (INK 2) | ||
36019 | LD (22991),A | Copy this attribute value to the cells at (14,15), (14,16), (15, 15) and (15, 16) (where the barrel is, so that it remains red) | ||
36022 | LD (22992),A | |||
36025 | LD (23023),A | |||
36028 | LD (23024),A | |||
36031 | LD A,(34276) | Add 4 to the distance variable at 34276; this will move the foot sprite down two pixel rows | ||
36034 | ADD A,4 | |||
36036 | LD (34276),A | |||
36039 | CP 196 | Has the foot met the barrel yet? | ||
36041 | JR NZ,35953 | Jump back if not | ||
Now print the "Game Over" message, just to drive the point home.
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36043 | LD IX,34164 | Print "Game" (see 34164) at (6,10) | ||
36047 | LD C,4 | |||
36049 | LD DE,16586 | |||
36052 | CALL 38528 | |||
36055 | LD IX,34168 | Print "Over" (see 34168) at (6,18) | ||
36059 | LD C,4 | |||
36061 | LD DE,16594 | |||
36064 | CALL 38528 | |||
36067 | LD BC,0 | Prepare the delay counters for the following loop; the counter in C will also determine the INK colours to use for the "Game Over" message | ||
36070 | LD D,6 | |||
The following loop makes the "Game Over" message glisten for about 1.57s.
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36072 | DJNZ 36072 | Delay for about a millisecond | ||
36074 | LD A,C | Change the INK colour of the "G" in "Game" at (6,10) | ||
36075 | AND 7 | |||
36077 | OR 64 | |||
36079 | LD (22730),A | |||
36082 | INC A | Change the INK colour of the "a" in "Game" at (6,11) | ||
36083 | AND 7 | |||
36085 | OR 64 | |||
36087 | LD (22731),A | |||
36090 | INC A | Change the INK colour of the "m" in "Game" at (6,12) | ||
36091 | AND 7 | |||
36093 | OR 64 | |||
36095 | LD (22732),A | |||
36098 | INC A | Change the INK colour of the "e" in "Game" at (6,13) | ||
36099 | AND 7 | |||
36101 | OR 64 | |||
36103 | LD (22733),A | |||
36106 | INC A | Change the INK colour of the "O" in "Over" at (6,18) | ||
36107 | AND 7 | |||
36109 | OR 64 | |||
36111 | LD (22738),A | |||
36114 | INC A | Change the INK colour of the "v" in "Over" at (6,19) | ||
36115 | AND 7 | |||
36117 | OR 64 | |||
36119 | LD (22739),A | |||
36122 | INC A | Change the INK colour of the "e" in "Over" at (6,20) | ||
36123 | AND 7 | |||
36125 | OR 64 | |||
36127 | LD (22740),A | |||
36130 | INC A | Change the INK colour of the "r" in "Over" at (6,21) | ||
36131 | AND 7 | |||
36133 | OR 64 | |||
36135 | LD (22741),A | |||
36138 | DEC C | Decrement the counter in C | ||
36139 | JR NZ,36072 | Jump back unless it's zero | ||
36141 | DEC D | Decrement the counter in D (initially 6) | ||
36142 | JR NZ,36072 | Jump back unless it's zero | ||
36144 | JP 34762 | Display the title screen and play the theme tune |
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