Routines |
Prev: 8DF8 | Up: Map | Next: 8EF1 |
Used by the routine at 870E.
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8E75 | LD IY,$80DD | Point IY at the first byte of the first vertical guardian definition at 80DD | ||
The Skylab-moving loop begins here.
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8E79 | LD A,(IY+$00) | Pick up the first byte of the guardian definition | ||
8E7C | CP $FF | Have we dealt with all the Skylabs yet? | ||
8E7E | JP Z,$879F | If so, re-enter the main loop | ||
8E81 | LD A,(IY+$02) | Pick up the Skylab's pixel y-coordinate | ||
8E84 | CP (IY+$06) | Has it reached its crash site yet? | ||
8E87 | JR NC,$8E91 | Jump if so | ||
8E89 | ADD A,(IY+$04) | Increment the Skylab's y-coordinate (moving it downwards) | ||
8E8C | LD (IY+$02),A | |||
8E8F | JR $8EAF | |||
The Skylab has reached its crash site. Start or continue its disintegration.
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8E91 | INC (IY+$01) | Increment the animation frame | ||
8E94 | LD A,(IY+$01) | Pick up the animation frame | ||
8E97 | CP $08 | Has the Skylab completely disintegrated yet? | ||
8E99 | JR NZ,$8EAF | Jump if not | ||
8E9B | LD A,(IY+$05) | Reset the Skylab's pixel y-coordinate | ||
8E9E | LD (IY+$02),A | |||
8EA1 | LD A,(IY+$03) | Add 8 to the Skylab's x-coordinate (wrapping around at the right side of the screen) | ||
8EA4 | ADD A,$08 | |||
8EA6 | AND $1F | |||
8EA8 | LD (IY+$03),A | |||
8EAB | LD (IY+$01),$00 | Reset the animation frame to 0 | ||
Now that the Skylab's movement has been dealt with, time to draw it.
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8EAF | LD E,(IY+$02) | Pick up the Skylab's pixel y-coordinate in E | ||
8EB2 | RLC E | Point DE at the entry in the screen buffer address lookup table at 8300 that corresponds to the Skylab's pixel y-coordinate | ||
8EB4 | LD D,$83 | |||
8EB6 | LD A,(DE) | Point HL at the address of the Skylab's location in the screen buffer at 6000 | ||
8EB7 | ADD A,(IY+$03) | |||
8EBA | LD L,A | |||
8EBB | INC DE | |||
8EBC | LD A,(DE) | |||
8EBD | LD H,A | |||
8EBE | LD A,(IY+$01) | Pick up the animation frame (0-7) | ||
8EC1 | RRCA | Multiply it by 32 | ||
8EC2 | RRCA | |||
8EC3 | RRCA | |||
8EC4 | LD E,A | Point DE at the graphic data for the corresponding Skylab sprite (at 8100+A) | ||
8EC5 | LD D,$81 | |||
8EC7 | LD C,$01 | Draw the Skylab to the screen buffer at 6000 | ||
8EC9 | CALL $8FF4 | |||
8ECC | JP NZ,$8D07 | Kill Willy if the Skylab collided with him | ||
8ECF | LD A,(IY+$02) | Point HL at the address of the Skylab's location in the attribute buffer at 5C00 | ||
8ED2 | AND $40 | |||
8ED4 | RLCA | |||
8ED5 | RLCA | |||
8ED6 | ADD A,$5C | |||
8ED8 | LD H,A | |||
8ED9 | LD A,(IY+$02) | |||
8EDC | RLCA | |||
8EDD | RLCA | |||
8EDE | AND $E0 | |||
8EE0 | OR (IY+$03) | |||
8EE3 | LD L,A | |||
8EE4 | LD A,(IY+$00) | Pick up the Skylab's attribute byte | ||
8EE7 | CALL $8E5F | Set the attribute bytes for the Skylab | ||
The current guardian definition has been dealt with. Time for the next one.
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8EEA | LD DE,$0007 | Point IY at the first byte of the next vertical guardian definition | ||
8EED | ADD IY,DE | |||
8EEF | JR $8E79 | Jump back to deal with the next Skylab |
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