Routines |
Prev: $2CD8 | Up: Map | Next: $2D18 |
Called once from the main loop at $0800 after the game has loaded.
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$2CD9 | CLD | Clear the decimal flag to prepare for regular arithmetic. | ||
$2CDA | SEI | Disable interrupts. | ||
$2CDB | JSR $2D18 | Page out the KERNAL ROM at $E000-$FFFF. | ||
$2CDE | LDA #$39 | Set the address of the interrupt routine at $FFFE to $39C7. | ||
$2CE0 | STA $FFFF | |||
$2CE3 | LDA #$C7 | |||
$2CE5 | STA $FFFE | |||
$2CE8 | LDA #$3A | Set the address of the non-maskable interrupt routine at $FFFA and the address of the cold reset routine at $FFFC to that of the RTI instruction at $3A8F. | ||
$2CEA | STA $FFFD | |||
$2CED | STA $FFFB | |||
$2CF0 | LDA #$8F | |||
$2CF2 | STA $FFFC | |||
$2CF5 | STA $FFFA | |||
$2CF8 | CLI | Enable interrupts. | ||
$2CF9 | JSR $2DAD | Clear the screen. | ||
$2CFC | JSR $2DCB | Initialise colour information. | ||
$2CFF | JSR $2E05 | Clear page 0. | ||
$2D02 | JSR $2D1F | Set pointers to screen bitmap and colour information. | ||
$2D05 | JSR $302A | Initialise voice #3. | ||
$2D08 | JSR $2D47 | Initialise the game status buffer. | ||
$2D0B | JSR $2D3E | Set standard bitmap mode. | ||
$2D0E | JSR $3047 | Initialise the speech bubble sprite graphic data at $C800. | ||
$2D11 | JSR $2F20 | Draw the Skool Daze logo. | ||
$2D14 | JSR $2F56 | Draw the score box. | ||
$2D17 | RTS |
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