Unused |
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35420 | CALL 38183 | Play cheat routine sound | ||
35423 | CALL 26835 | Wait for a key-press then beep, loading index of pressed key into A | ||
35426 | CP 88 | If "X" is pressed... | ||
35428 | JP Z,26742 | ...then return to BASIC | ||
35431 | CP 48 | If a key with an index lower than "0" is pressed then exit this routine... | ||
35433 | JP M,35489 | ... | ||
35436 | CP 53 | If a key with an index equal to or higher than "5" is pressed then exit this routine... | ||
35438 | JP NC,35489 | ... | ||
35441 | SUB 48 | Subtract 48 (ASCII code for "0") from index of key pressed to convert to a number | ||
35443 | LD B,A | Multiply number by 10 in A... | ||
35444 | ADD A,A | ... | ||
35445 | ADD A,A | ... | ||
35446 | ADD A,B | ... | ||
35447 | ADD A,A | ... | ||
35448 | LD (65529),A | Set Magic Knight's current room to this value | ||
35451 | CALL 26835 | Wait for a key-press then beep, loading index of pressed key into A | ||
35454 | CP 88 | If "X" is pressed... | ||
35456 | JP Z,26742 | ...then return to BASIC | ||
35459 | CP 48 | If a key with an index lower than "0" is pressed then exit this routine... | ||
35461 | JP M,35489 | ... | ||
35464 | CP 58 | If a key with an index equal to or higher than ":" (one immediately after "9") is pressed then exit this routine... | ||
35466 | JP NC,35489 | ... | ||
35469 | SUB 48 | Subtract 48 (ASCII code for "0") from index of key pressed to convert to a number | ||
35471 | LD B,A | Add value of this second digit to value in Magic Knight's current room... | ||
35472 | LD A,(65529) | ... | ||
35475 | ADD A,B | ... | ||
35476 | LD (65529),A | ... | ||
35479 | XOR A | Set Magic Knight's current frame to erase to zero (frame 0 is blank graphic data) so Magic Knight is drawn but not erased... | ||
35480 | LD (25389),A | ... | ||
35483 | CALL 38108 | Set parameters for and play downward scale sound | ||
35486 | JP 27168 | Redraw current room and return to game | ||
35489 | CALL 38183 | Play cheat routine sound | ||
35492 | JP 27176 | Jump to start of main game loop |
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