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Routines |
| Prev: 62903 | Up: Map | Next: 63156 |
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Used by the routine at 63189. First of all, wipe the blackboards clean.
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| 62910 | LD H,135 | The blackboards use UDGs 0-79 (0-15 for the Blue Room board, 16-31 for the Yellow Room, 32-47 for the top-floor room in the girls' skool, 48-63 for the Science Lab, and 64-79 for the middle-floor room in the girls' skool) with base page 128; wipe them clean by setting every byte of graphic data for these UDGs to 255 | ||
| 62912 | LD C,8 | |||
| 62914 | XOR A | |||
| 62915 | LD L,A | |||
| 62916 | LD B,80 | |||
| 62918 | LD (HL),255 | |||
| 62920 | INC L | |||
| 62921 | DJNZ 62918 | |||
| 62923 | DEC H | |||
| 62924 | DEC C | |||
| 62925 | JR NZ,62915 | |||
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Next, clean up the game status buffer.
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| 62927 | LD L,0 | Clear the first 222 bytes of the game status buffer | ||
| 62929 | LD B,222 | |||
| 62931 | LD (HL),A | |||
| 62932 | INC L | |||
| 62933 | DJNZ 62931 | |||
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Reset various counters, flags and identifiers.
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| 62935 | LD L,224 | Set the lesson descriptor at 32736 to 0 (for no good reason: it will be set again by the routine at 63309 when demo mode or a new game starts) | ||
| 62937 | LD (HL),A | |||
| 62938 | INC L | Reset the number of mice caught at 32737 | ||
| 62939 | LD (HL),A | |||
| 62940 | INC L | Reset the number of kisses available from HAYLEY at 32738 | ||
| 62941 | LD (HL),40 | |||
| 62943 | INC L | Set the lesson clock at 32739 to 1 (so the bell will ring straight away) | ||
| 62944 | LD (HL),1 | |||
| 62946 | INC L | |||
| 62947 | LD (HL),A | |||
| 62948 | LD L,235 | Reset the inventory flags at 32747 | ||
| 62950 | LD (HL),A | |||
| 62951 | LD L,237 | Clear the game status buffer from 32749 to 32763 | ||
| 62953 | LD B,15 | |||
| 62955 | LD (HL),A | |||
| 62956 | INC L | |||
| 62957 | DJNZ 62955 | |||
| 62959 | LD (HL),214 | 32764 holds the number of the last character moved; set this to 214 so it immediately rewinds to 183 (little boy no. 1) | ||
| 62961 | LD L,255 | HL=32767 (leftmost column of the play area on screen) | ||
| 62963 | LD (HL),A | Set this to 0 | ||
| 62964 | LD L,223 | HL=32735 (current lesson number) | ||
| 62966 | LD A,(HL) | Pick this up in A (192-255) | ||
| 62967 | OR 7 | Make sure the first lesson of the new game will be PLAYTIME | ||
| 62969 | LD (HL),A | |||
| 62970 | CALL 27860 | Prepare the doors, windows, cups and bike | ||
| 62973 | LD L,243 | HL=32755 (ERIC's main action timer) | ||
| 62975 | LD (HL),1 | Initialise this to 1 | ||
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Set up the bike and storeroom combinations.
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| 62977 | LD C,8 | 4 numbers in each of the 2 combinations | ||
| 62979 | LD L,156 | HL=32668 (combinations) | ||
| 62981 | CALL 25233 | Generate new bike and Science Lab storeroom combinations | ||
| 62984 | LD B,A | |||
| 62985 | CALL 25233 | |||
| 62988 | DJNZ 62985 | |||
| 62990 | LD (HL),A | |||
| 62991 | INC L | |||
| 62992 | DEC C | |||
| 62993 | JR NZ,62981 | |||
| 62995 | LD L,156 | HL=32668 (combinations) | ||
| 62997 | LD B,4 | There are 4 digits in the bike combination | ||
| 62999 | LD C,47 | 47+1=48 (ASCII code for '0') | ||
| 63001 | LD A,(HL) | A=random number collected earlier | ||
| 63002 | INC C | C=ASCII code of the number INT(A/26) | ||
| 63003 | SUB 26 | |||
| 63005 | JR NC,63002 | |||
| 63007 | LD (HL),C | Put the bike combination digit in place | ||
| 63008 | INC L | Point HL at the next digit slot | ||
| 63009 | DJNZ 62999 | Jump back until all four digits are done | ||
| 63011 | LD B,4 | There are 4 letters in the storeroom combination | ||
| 63013 | LD C,64 | 64+1=65 (ASCII code for 'A') | ||
| 63015 | LD A,(HL) | A=random number collected earlier | ||
| 63016 | INC C | C=ASCII code of the Nth letter of the alphabet (where N=1+INT(A/10)) | ||
| 63017 | SUB 10 | |||
| 63019 | JR NC,63016 | |||
| 63021 | LD (HL),C | Put the storeroom combination letter in place | ||
| 63022 | INC L | Point HL at the next letter slot | ||
| 63023 | DJNZ 63013 | Jump back until all four letters are done | ||
| 63025 | LD DE,32668 | Set HL to 32668 and DE to 32676 | ||
| 63028 | EX DE,HL | |||
| 63029 | LD C,8 | Copy the bike combination to 32676 and the storeroom combination to 32680 | ||
| 63031 | LDIR | |||
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Place the game characters in their initial positions.
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| 63033 | LD B,32 | There are 32 game characters (183-214) | ||
| 63035 | LD H,183 | 183=little girl no. 1 | ||
| 63037 | LD D,H | |||
| 63038 | PUSH BC | |||
| 63039 | LD L,32 | Collect the initial animatory state and location of the character from bytes 32-34 of the character's buffer and copy them into bytes 0-2 | ||
| 63041 | XOR A | |||
| 63042 | LD E,A | |||
| 63043 | LD BC,3 | |||
| 63046 | LDIR | |||
| 63048 | EX DE,HL | |||
| 63049 | LD (HL),36 | Place the address of the routine at 53796 (RET) into bytes 3 and 4 of the character's buffer (thus making it the character's primary command; this is useful only for the non-human characters, which do not use command lists and therefore need a default primary command) | ||
| 63051 | INC L | |||
| 63052 | LD (HL),210 | |||
| 63054 | INC L | L=5 | ||
| 63055 | EX DE,HL | |||
| 63056 | LD B,24 | Zero out bytes 5-28 of the character's buffer | ||
| 63058 | LD (DE),A | |||
| 63059 | INC E | |||
| 63060 | DJNZ 63058 | |||
| 63062 | LDI | Copy byte 35 into byte 29 | ||
| 63064 | LD A,H | A=character number (183-214) | ||
| 63065 | AND 15 | Initialise the walking speed change delay counter at byte 30 of the character's buffer | ||
| 63067 | LD (DE),A | |||
| 63068 | POP BC | |||
| 63069 | INC H | Next character | ||
| 63070 | DJNZ 63037 | Jump back until all the characters have been initialised | ||
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Set up a free mouse.
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| 63072 | LD HL,31254 | Routine at 31254: control mouse | ||
| 63075 | LD (54289),HL | Place this uninterruptible subcommand routine address into bytes 17 and 18 of the mouse's buffer | ||
| 63078 | LD HL,257 | Set bytes 20 and 21 of the mouse's buffer to 1; this has the effect of making the mouse hide initially | ||
| 63081 | LD (54292),HL | |||
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Clear the screen.
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| 63084 | LD HL,16384 | Clear the display file | ||
| 63087 | LD (HL),L | |||
| 63088 | LD DE,16385 | |||
| 63091 | LD BC,6144 | |||
| 63094 | LDIR | |||
| 63096 | LD (HL),7 | PAPER 0: INK 7 | ||
| 63098 | LD B,3 | |||
| 63100 | LDIR | |||
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Prepare the bottom three lines of the screen.
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| 63102 | LD HL,59176 | The graphic data for the BTS logo is at 59176 | ||
| 63105 | LD DE,23224 | Point DE at the appropriate attribute file address | ||
| 63108 | CALL 27364 | Print the BTS logo | ||
| 63111 | LD HL,58920 | The graphic data for the score box is at 58920 | ||
| 63114 | LD DE,23200 | Point DE at the appropriate attribute file address | ||
| 63117 | CALL 27364 | Print the Score/Lines/Hi-score box | ||
| 63120 | LD HL,(32745) | Collect the hi-score from 32745 into DE | ||
| 63123 | EX DE,HL | |||
| 63124 | LD HL,20964 | Point HL at the appropriate display file address | ||
| 63127 | CALL 29613 | Print the hi-score | ||
| 63130 | XOR A | Print the score (0) | ||
| 63131 | CALL 29621 | |||
| 63134 | XOR A | Print the lines total (0) | ||
| 63135 | CALL 29643 | |||
| 63138 | LD A,88 | When the game begins, the leftmost column of the play area on screen will be 88+32=120 | ||
| 63140 | LD (32767),A | |||
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Scroll the play area onto the screen and play the theme tune.
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| 63143 | LD B,4 | There are 4 quarters to scroll on | ||
| 63145 | PUSH BC | |||
| 63146 | CALL 25026 | Scroll on a quarter | ||
| 63149 | POP BC | |||
| 63150 | DJNZ 63145 | Jump back until all 4 quarters have been scrolled on | ||
| 63152 | CALL 24477 | Play the theme tune | ||
| 63155 | RET | |||
| Prev: 62903 | Up: Map | Next: 63156 |