Routines
 Prev: 8B07 Up: Map Next: 8C4A
8C01: Lose a life
Used by the routine at 8B07.
Input
Output
8C01 LD A,\$47 A=0x47 (INK 7: PAPER 0: BRIGHT 1)
The following loop fills the top two thirds of the attribute file with a single value (0x47, 0x46, 0x45, 0x44, 0x43, 0x42, 0x41 or 0x40) and makes a sound effect.
8C03 LD HL,\$5800 Fill the top two thirds of the attribute file with the value in A
8C06 LD DE,\$5801
8C09 LD BC,\$01FF
8C0C LD (HL),A
8C0D LDIR
8C0F LD E,A Save the attribute byte (0x40-0x47) in E for later retrieval
8C10 CPL D=63-8*(E AND 7); this value determines the pitch of the short note that will be played
8C11 AND \$07
8C13 RLCA
8C14 RLCA
8C15 RLCA
8C16 OR \$07
8C18 LD D,A
8C19 LD C,E C=8+32*(E AND 7); this value determines the duration of the short note that will be played
8C1A RRC C
8C1C RRC C
8C1E RRC C
8C20 OR \$10 Set bit 4 of A (for no apparent reason)
8C22 XOR A Set A=0 (this will make the border black)
8C23 OUT (\$FE),A Produce a short note whose pitch is determined by D and whose duration is determined by C
8C25 XOR \$18
8C27 LD B,D
8C28 DJNZ \$8C28
8C2A DEC C
8C2B JR NZ,\$8C23
8C2D LD A,E Restore the attribute byte (originally 0x47) to A
8C2E DEC A Decrement it (effectively decrementing the INK colour)
8C2F CP \$3F Have we used attribute value 0x40 (INK 0) yet?
8C31 JR NZ,\$8C03 If not, jump back to update the INK colour in the top two thirds of the screen and make another sound effect
Now check whether any lives remain.
8C33 LD HL,\$85CC Pick up the number of lives remaining from 85CC
8C36 LD A,(HL)
8C37 OR A Are there any lives remaining?
8C38 JP Z,\$8C4A If not, display the game over sequence
8C3B DEC (HL) Decrease the number of lives remaining by one
8C3C LD HL,\$85D7 Restore Willy's state upon entry to the room by copying the seven bytes at 85D7 back into 85CF-85D5
8C3F LD DE,\$85CF
8C42 LD BC,\$0007
8C45 LDIR
8C47 JP \$8912 Reinitialise the room and resume the game
 Prev: 8B07 Up: Map Next: 8C4A