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Routines |
Prev: 61466 | Up: Map | Next: 61567 |
61483 | CALL 61440 | Close any doors that need closing, decrement and check the blown fuse delay counters, update the on-screen message if necessary, and increment the score and decrement Sam's cash supply at regular intervals |
61486 | CALL 61568 | Update the icon panel, draw the bullets, and scan the event table at 24544 |
61489 | CALL 61948 | Move the characters |
61492 | LD A,(32764) | Pick up Sam's status flags from 32764 |
61495 | AND A | Is Sam in the middle of an action? |
61496 | JR Z,61509 | Jump if not |
61498 | CALL 29912 | Otherwise deal with Sam |
61501 | JR NZ,61549 | Jump if Sam has not finished the action yet |
This entry point is used by the routines at 24914 and 61630.
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61503 | LD HL,5 | Reset Sam's main action timer and midstride/mid-action timer (in bytes 8 and 9 of his buffer) to 5 and 0 now that he's finished the action |
61506 | LD (58888),HL | |
61509 | LD HL,58889 | Collect Sam's midstride/mid-action timer from byte 9 of his buffer |
61512 | LD A,(HL) | |
61513 | AND A | Is Sam midstride or in the middle of a short action at the moment? |
61514 | JR NZ,61545 | Jump if so |
61516 | DEC L | Point HL at Sam's main action timer in byte 8 of his buffer |
61517 | DEC (HL) | Decrement it |
61518 | JR NZ,61549 | Jump unless it's time to check the keyboard |
61520 | LD (HL),2 | Reset Sam's main action timer to 2 |
61522 | CALL 31126 | Check for keypresses |
61525 | JR Z,61549 | Jump if there haven't been any |
61527 | LD (32765),A | Store the offset of the last keypress in 32765 |
61530 | LD H,237 | Point HL at the appropriate entry in the table of keypress handling routines at 60672 |
61532 | LD L,A | |
61533 | LD DE,61549 | Push the address 61549 (see below) onto the stack so we return there after dealing with the keypress |
61536 | PUSH DE | |
61537 | LD B,(HL) | Copy the address of the routine for dealing with the keypress into BC |
61538 | DEC L | |
61539 | LD C,(HL) | |
61540 | PUSH BC | Push this address onto the stack |
61541 | LD HL,58880 | Point HL at byte 0 of Sam's buffer |
61544 | RET | Make an indirect jump to the relevant keypress-handling routine, and then return to 61549 |
Sam is midstride or in the middle of a short action (which involves raising his arm or bending his knees) at the moment.
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61545 | DEC (HL) | Decrement Sam's midstride/mid-action timer in byte 9 of his buffer |
61546 | CALL Z,60539 | If it's now zero, move Sam from the midstride/mid-action position, update the SRB, and scroll the screen if necessary |
Now that Sam's movements have been dealt with, the main loop continues.
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61549 | CALL 60032 | Update the display |
This next section of code ensures that we don't pass through the main loop more than once every 1/50th of a second.
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61552 | LD HL,32712 | HL=32712 (which holds the LSB of the system variable FRAMES as it was when the last pass through the main loop was completed) |
61555 | LD A,(23672) | A=LSB of the system variable FRAMES, which is incremented every 1/50th of a second |
61558 | SUB (HL) | Now A=0 if FRAMES hasn't been incremented since the last pass through the main loop |
61559 | CP 1 | Was FRAMES incremented? |
61561 | JR C,61555 | Jump back if not to check again |
61563 | ADD A,(HL) | Store the current value of the LSB of FRAMES at 32712 |
61564 | LD (HL),A | |
61565 | JR 61483 | Jump back to the start of the main loop |
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