Routines |
Prev: 26450 | Up: Map | Next: 26572 |
Entered from the routine at 63768.
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26471 | LD HL,(32759) | 32759 holds the lesson clock | ||
26474 | DEC HL | Decrease it by 1 and set the zero flag if it's time to ring the bell | ||
26475 | LD A,H | |||
26476 | OR L | |||
26477 | LD (32759),HL | |||
26480 | CALL Z,26342 | Change the lesson if the lesson clock reached zero | ||
26483 | CALL 25126 | Move the characters | ||
26486 | CALL 27353 | Move ERIC | ||
26489 | JR C,26556 | Jump if ERIC has already been dealt with | ||
26491 | LD HL,32744 | Decrement ERIC's main action timer at 32744 | ||
26494 | DEC (HL) | |||
26495 | JR NZ,26556 | Jump unless it's time to deal with ERIC | ||
26497 | INC L | Pick up the midstride indicator at 32745 | ||
26498 | LD A,(HL) | |||
26499 | AND A | Is ERIC midstride? | ||
26500 | JR Z,26507 | Jump if not | ||
26502 | CALL 25856 | Move ERIC from the midstride position, then scroll the screen left or right if necessary | ||
26505 | JR 26559 | |||
Time to check the keyboard (or simulate a keypress in demo mode) to see how ERIC should move next.
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26507 | DEC L | Reset ERIC's main action timer at 32744 to 9 | ||
26508 | LD (HL),9 | |||
26510 | CALL 62938 | Collect or simulate a keypress | ||
26513 | JR Z,26556 | Jump if no relevant keypress was collected or simulated | ||
26515 | LD HL,32763 | 32763 holds ERIC's status flags | ||
26518 | BIT 5,(HL) | Is ERIC writing on a blackboard? | ||
26520 | JR Z,26527 | Jump if not | ||
26522 | CALL 63146 | Deal with keypresses while ERIC is writing on the board | ||
26525 | JR 26556 | |||
26527 | INC L | DE=32764 (which holds the ASCII code of the last keypress) | ||
26528 | EX DE,HL | |||
26529 | CP 32 | Was the keypress ASCII code >= 32? | ||
26531 | JR C,26556 | Jump if not | ||
26533 | LD HL,26556 | Push the address of the entry point at 26556 (see below) onto the stack | ||
26536 | PUSH HL | |||
26537 | LD L,A | Point HL at the appropriate entry in the keypress offset table | ||
26538 | LD H,104 | |||
26540 | LD L,(HL) | |||
26541 | LDI | Copy the ASCII code of the keypress into 32764 | ||
26543 | LD E,(HL) | Pick up in DE the address of the appropriate routine for dealing with the keypress | ||
26544 | INC L | |||
26545 | LD D,(HL) | |||
26546 | PUSH DE | Push this address onto the stack | ||
26547 | LD HL,44128 | Point HL at byte 96 of ERIC's buffer | ||
26550 | LD B,(HL) | Pick up ERIC's animatory state in B and his coordinates in DE | ||
26551 | INC L | |||
26552 | LD D,(HL) | |||
26553 | INC L | |||
26554 | LD E,(HL) | |||
26555 | RET | Make an indirect jump to the appropriate routine for dealing with ERIC, then return to 26556 below | ||
Now that ERIC has been moved or otherwise dealt with, update the display.
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26556 | CALL 27026 | Update the display | ||
The next section of code ensures that we don't pass through the main loop more than once every 20 milliseconds.
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26559 | LD HL,32762 | Wait until the system variable FRAMES at 23672 has been incremented since the last time it was checked (FRAMES is incremented every 20ms) | ||
26562 | LD A,(23672) | |||
26565 | CP (HL) | |||
26566 | JR Z,26562 | |||
26568 | LD (HL),A | |||
26569 | JP 26471 | Jump back to the beginning of the main loop |
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