Routines |
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Used by the routine at DA0A.
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The jump here from DA4A occurs when Maroc moves room - either that or this routine follows the previous one, when Maroc has either started a new game or run out of energy, and ends up in the start room.
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C107 | LD HL,$0000 | |||
C10A | LD ($EAF6),HL | Reset vertical room position (pixel) to zero | ||
C10D | LD ($EAF8),HL | Reset horizontal room position (4-pixel/half-character steps) to zero | ||
C110 | LD A,$00 | |||
C112 | LD ($EAF2),A | Flag indicating if a warlock/demon has appeared in the room | ||
C115 | LD ($EBB1),A | Servant object-carrying-status byte (0 = no object carried) | ||
C118 | LD ($EAB0),A | Reset room number (buffer byte) - indicates all items in previous room now dealt with | ||
C11B | LD ($EB91),A | Reset number of creature-launched missiles in the current room | ||
C11E | LD ($EB93),A | Reset missile number (in table at 6CDC) | ||
C121 | LD ($EB92),A | Number of missiles fired by Maroc = 0 | ||
C124 | LD ($EC98),A | Number of Maroc's active missiles (buffer byte) = 0 | ||
C127 | LD ($EBAD),A | Warlock's 'aggression' byte (byte 6 of warlock's data at 6C7C) = 0 (as there's no warlock) | ||
C12A | LD ($EB04),A | Maroc's horizontal movement speed (0 = not moving) | ||
C12D | LD ($EB05),A | Maroc's vertical movement speed (0 = not moving) | ||
C130 | LD ($EAAA),A | Game cycle/creature pursue counter = 0 | ||
C133 | LD ($EAAB),A | Maroc's sprite's horizontal facing direction, set when Maroc enters a new room | ||
C136 | LD ($EAAC),A | Maroc's sprite's vertical facing direction, set when Maroc enters a new room | ||
C139 | LD HL,($EB6C) | Pointer to room item event data sets at 7FB3 | ||
C13C | LD (HL),$FF | Set end-of-data byte at start of this data as no room event/collision checks have been identified yet | ||
C13E | LD ($EAAD),HL | |||
C141 | LD HL,($EB5F) | Pointer to data set before flipped graphic data at 8033 | ||
C144 | LD ($EAEF),HL | Copy into game data store (this data is unused) | ||
C147 | LD (HL),$FF | Set end-of-data byte at start of this data set | ||
C149 | LD HL,($EB61) | Address pointer to end of this data set (8033) | ||
C14C | LD ($EB5D),HL | Copy into game data store | ||
C14F | LD A,$01 | Graphics frame offset (n-1) for frames/mirrored graphics ( = 0 = no frame offset) | ||
C151 | LD ($EB50),A | |||
C154 | LD HL,($DAEE) | Pointer to start of room item data sets at 7C00. | ||
C157 | LD ($EABE),HL | Copy into game data store |
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