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$2D47: Initialise the game status buffer
Used by the routines at $2CD9 and $2E13.
$2D47 LDA #$20 Initialise the x-coordinate of the leftmost column of the skool on screen to 32.
$2D49 STA $58
$2D4B LDA #$48 Initialise the x-coordinate of the leftmost column of the skool off screen to 72.
$2D4D STA $59
$2D4F LDA #$00 Store the address of the play area tile back buffer ($4000) at $5E for the routine at $3326.
$2D51 STA $5E
$2D53 LDA #$40
$2D55 STA $5F
$2D57 LDA #$00 Store the screen bitmap start address ($E000) at $5A. This is redundant because the routines that use the address stored there will reinitialise it.
$2D59 STA $5A
$2D5B LDA #$E0
$2D5D STA $5B
$2D5F LDA #$00 Store the colour information start address ($CC00) at $5C. This is redundant because the routines that use the address stored there will reinitialise it.
$2D61 STA $5C
$2D63 LDA #$CC
$2D65 STA $5D
$2D67 LDA #$FF Initialise the current character number at $60 to $FF.
$2D69 STA $60
$2D6B STA $14 Initialise ERIC's posture indicator at $14 to $FF: ERIC is standing up.
$2D6D LDA #$0F Initialise MSB of the lesson clock at $40 to $0F.
$2D6F STA $40
$2D71 LDA #$00 Initialise the LSB of the lesson clock at $FD to 0.
$2D73 STA $FD
$2D75 STA $D9 Initialise the shield counter at $D9 to 0.
$2D77 STA $4B Clear ERIC's midstride indicator at $4B.
$2D79 STA $2B Clear all of ERIC's status flags at $2B.
$2D7B STA $46 Initialise the game mode indicator at $46 to 0.
$2D7D STA $2C Initialise the sound effect identifier at $2C to 0.
$2D7F STA $2D Initialise the sound effect timer at $2D to 0.
$2D81 STA $D015 Disable all sprites.
$2D84 STA $4C Initialise the keyboard/joystick reading at $4C to 0.
$2D86 LDA #$01 Initialise the keyboard/joystick input timer at $E5 to 1.
$2D88 STA $E5
$2D8A LDA #$04 Initialise ERIC's action timer at $FE to 4.
$2D8C STA $FE
$2D8E LDA $D41B Generate a random value between $00 and $14 in A.
$2D91 CMP #$15
$2D93 BCS $2D8E
$2D95 TAY Transfer the random value to Y.
$2D96 LDA #$46 Prepare to address of the table of initial lesson numbers at $4650.
$2D98 STA $4F
$2D9A LDA #$50
$2D9C STA $4E
$2D9E LDA ($4E),Y Pick up a randomly chosen value from this table and store it at $41; this initialises the lesson number.
$2DA0 STA $41
$2DA2 DEC $41
$2DA4 LDA #$05 Initialise the keyboard delay counter at $EB to 5.
$2DA6 STA $EB
$2DA8 LDA #$44 Initialise the value at $44 to $44 (this is never used).
$2DAA STA $44
$2DAC RTS
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