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Text of the page (random words):
ountdown as the frame begins 0bb9 fe 90 cp 90 at 144 frames left kong roars 0bbb 20 0b jr nz loc_0bc8 0bbd 36 0f ld hl 0f the roar tune 0bbf 23 inc hl 0bc0 36 03 ld hl 03 held for three frames 0bc2 21 19 69 ld hl 6919 0bc5 34 inc hl bump the cutscene sprite byte up 0bc6 18 09 jr loc_0bd1 loc_0bc8 0bc8 fe 18 cp 18 at 24 frames left 0bca 20 05 jr nz loc_0bd1 0bcc 21 19 69 ld hl 6919 0bcf 35 dec hl bump that same byte back down 0bd0 00 nop loc_0bd1 0bd1 df rst 18 tick the countdown nothing more until it expires 0bd2 af xor a 0bd3 32 85 63 ld workram 385 a the cutscene is over wrap the step sequence 0bd6 34 inc hl re arm the timer to 1 for the next screen 0bd7 23 inc hl 0bd8 34 inc hl move the sub state on to the how high screen 0bd9 c9 ret build the how high can you get screen a diagonal stack of girders with a small climbing figure on each one girder taller each time the player advances a board which is what makes it read as a height the sound channels are silenced first unconditionally then everything below is gated on substatetimer expiring on that frame clear the playfield and sprite buffer post the lives marker redraw seed palette bank 1 and the level start tune then set the height howhighindex is clamped to at most 5 and raised by one if boardseqptr has moved since howhighlastseq which is exactly the case where a board was cleared that index is the girder count each row lays six 4 tile girder groups backwards through video ram and copies a 3 byte climb figure record into the next sprite slot the row loop tests at the bottom so a height of 0 paints 256 rows not none buildhowhighscreen 0bda cd 1c 01 call silencesound unconditional ahead of the frame gate 0bdd df rst 18 everything below runs only on the expiry frame 0bde cd 74 08 call clearplayfieldandsprites 0be1 16 06 ld d 06 task 6 redraws the lives markers 0be3 3a 00 62 ld a workram 200 passed as the count of lives in play 0be6 5f ld e a 0be7 cd 9f 30 call enqueuetask 0bea 21 86 7d ld hl 7d86 0bed 36 01 ld hl 01 palette bank 1 for the how high screen 0bef 23 inc hl 0bf0 36 00 ld hl 00 0bf2 21 8a 60 ld hl 608a 0bf5 36 02 ld hl 02 the level start tune 0bf7 23 inc hl 0bf8 36 03 ld hl 03 held for three frames 0bfa 21 a7 63 ld hl 63a7 0bfd 36 00 ld hl 00 reset the climb figure record index 0bff 21 dc 76 ld hl 76dc 0c02 22 a8 63 ld workram 3a8 hl seed the sprite slot walk pointer 0c05 3a 2e 62 ld a workram 22e 0c08 fe 06 cp 06 the height is clamped to five girders 0c0a 38 05 jr c loc_0c11 0c0c 3e 05 ld a 05 0c0e 32 2e 62 ld workram 22e a write the clamp back loc_0c11 0c11 3a 2f 62 ld a workram 22f the board order pointer as it was last time 0c14 47 ld b a 0c15 3a 2a 62 ld a workram 22a and where it is now 0c18 b8 cp b 0c19 28 04 jr z loc_0c1f unchanged so the same height as before 0c1b 21 2e 62 ld hl 622e 0c1e 34 inc hl a board was cleared one girder taller loc_0c1f 0c1f 32 2f 62 ld workram 22f a remember it for next time 0c22 3a 2e 62 ld a workram 22e 0c25 47 ld b a the height index is the girder row count 0c26 21 bc 75 ld hl 75bc the first girder cell loc_0c29 0c29 0e 50 ld c 50 the first girder tile code of the row loc_0c2b 0c2b 71 ld hl c 0c2c 0c inc c 0c2d 2b dec hl 0c2e 71 ld hl c 0c2f 0c inc c 0c30 2b dec hl 0c31 71 ld hl c 0c32 0c inc c 0c33 2b dec hl 0c34 71 ld hl c 0c35 79 ld a c 0c36 fe 67 cp 67 the last girder tile code ends the row 0c38 ca 43 0c jp z loc_0c43 0c3b 0c inc c 0c3c 11 23 00 ld de 0023 step to the next four tile group 0c3f 19 add hl de 0c40 c3 2b 0c jp loc_0c2b loc_0c43 0c43 3a a7 63 ld a workram 3a7 the climb figure record index 0c46 3c inc a 0c47 32 a7 63 ld workram 3a7 a step it for the next row 0c4a 3d dec a 0c4b cb 27 sla a four bytes per figure record 0c4d cb 27 sla a 0c4f e5 push hl keep the girder cursor across the figure copy 0c50 21 f0 3c ld hl 3cf0 the climb figure record table 0c53 c5 push bc 0c54 dd 2a a8 63 ld ix workram 3a8 the sprite slot this row s figure goes in 0c58 4f ld c a 0c59 06 00 ld b 00 0c5b 09 add hl bc 0c5c 7e ld a hl 0c5d dd 77 60 ld ix 60 a copy the record s three bytes into the sprite slot 0c60 23 inc hl 0c61 7e ld a hl 0c62 dd 77 40 ld ix 40 a 0c65 23 inc hl 0c66 7e ld a hl 0c67 dd 77 20 ld ix 20 a 0c6a dd 36 e0 8b ld ix 20 8b a fixed tile just below the figure 0c6e c1 pop bc 0c6f dd e5 push ix 0c71 e1 pop hl 0c72 11 fc ff ld de fffc the next figure sits four slots back 0c75 19 add hl de 0c76 22 a8 63 ld workram 3a8 hl 0c79 e1 pop hl 0c7a 11 5f ff ld de ff5f back up to the next girder row 0c7d 19 add hl de 0c7e 05 dec b 0c7f c2 29 0c jp nz loc_0c29 one row per unit of height 0c82 11 07 03 ld de 0307 post the screen s composition task 0c85 cd 9f 30 call enqueuetask 0c88 21 09 60 ld hl 6009 0c8b 36 a0 ld hl a0 hold the finished screen 160 frames 0c8d 23 inc hl 0c8e 34 inc hl 0c8f 34 inc hl advance the sub state by two 0c90 c9 ret the gated board build every frame it counts substatetimer down by one and while the timer is still above zero does nothing else only on the tick that brings it to zero does the full board build run which includes writing the palette bank latch the display reads to pick its colour set the polarity matters the build fires on expiry not while counting the board builder also has a second ungated entry used for the timed advance into 25m buildboardwhentimerexpires 0c91 df rst 18 build the board only on the frame the timer expires build a board clear the tilemap playfield and the sprite shadow buffer reset bonusdisplay to 0 post the opening deferred task opcode 5 argument 1 and select palette bank 2 by clearing bit 0 and setting bit 1 of the two bit palette bank latch then read board and hand off to the matching per board setup arm 1 25m girders 2 50m conveyors 3 75m elevators any other value in play board 4 falls into the inline 100m rivet arm which clears the sprite rows raises the palette bank to 3 queues the rivet background tune into sndbgm points at the rivet layout table and runs the same shared draw setup tail the other three arms converge on buildboard 0c92 cd 74 08 call clearplayfieldandsprites wipe the previous board 0c95 af xor a 0c96 32 8c 63 ld workram 38c a start the bonus readout at zero 0c99 11 01 05 ld de 0501 the opening task opcode 5 argument 1 0c9c cd 9f 30 call enqueuetask post it onto the deferred work queue 0c9f 21 86 7d ld hl 7d86 point at the two palette bank latches 0ca2 36 00 ld hl 00 bit 0 clear 0ca4 23 inc hl 0ca5 36 01 ld hl 01 bit 1 set colour bank 2 for the build 0ca7 3a 27 62 ld a workram 227 which board is being built 0caa 3d dec a 0cab ca d4 0c jp z setup25mgirderboard board 1 the 25m girders 0cae 3d dec a 0caf ca df 0c jp z setup50mconveyorboard board 2 the 50m conveyors 0cb2 3d dec a 0cb3 ca f2 0c jp z setup75mboard board 3 the 75m elevators 0cb6 cd 43 0d call stamprivetboardbands board 4 falls through the rivets 0cb9 21 86 7d ld hl 7d86 back to the palette bank latches 0cbc 36 01 ld hl 01 raise bit 0 colour bank 3 for the rivets 0cbe 3e 0b ld a 0b 0cc0 32 89 60 ld workram 89 a start the rivet board background tune 0cc3 11 8b 3c ld de 3c8b select the 100m rivet layout table loc_0cc6 0cc6 cd a7 0d call drawboardlayout walk the layout table into the playfield 0cc9 3a 27 62 ld a workram 227 0ccc fe 04 cp 04 the rivet board has extra decoration 0cce cc 00 0d call z stamprivetboardtiles only on the rivet board 0cd1 c3 a0 3f jp loc_3fa0 on into the rest of board setup the 25m arm of the four way board setup dispatch it points the layout selector at the 25m girder layout the sentinel terminated list of girder and ladder segment records the shared tail walks into the playfield queues tune 8 into sndbgm then falls into the tail all four arms share whose return is this routine s return setup25mgirderboard 0cd4 11 e4 3a ld de 3ae4 select the 25m girder layout table 0cd7 3e 08 ld a 08 0cd9 32 89 60 ld workram 89 a start the 25m background tune 0cdc c3 c6 0c jp loc_0cc6 join the shared board setup tail the board setup arm for 50m the conveyor board selects the 50m colour set by writing 1 and 0 to the two hardware palette bank latches the display reads selects background tune 0x09 the boards take consecutive tune slots and 50m takes the middle one then points at the 50m conveyor layout table and runs the shared tail that walks it into video ram and finishes board setup setup50mconveyorboard 0cdf 11 5d 3b ld de 3b5d select the 50m conveyor layout table 0ce2 21 86 7d ld hl 7d86 0ce5 36 01 ld hl 01 bit 0 set 0ce7 23 inc hl 0ce8 36 00 ld hl 00 bit 1 clear colour bank 1 for 50m 0cea 3e 09 ld a 09 0cec 32 89 60 ld workram 89 a the 50m tune the middle of the four slots 0cef c3 c6 0c jp loc_0cc6 join the shared board setup tail the 75m elevators board setup arm one of four the board build branches to on board each arm makes its board s three fixed choices and hands off to the shared draw tail this one plants the elevator board s fixed decorative tile motifs into the background tilemap the extra step the flat 25m and 50m boards do not have selects the 75m background tune the four arms write consecutive tune slots and this is the third then points at the 75m elevator layout table and runs the tail which walks that table into video ram setup75mboard 0cf2 cd 27 0d call stamp75mboardtiles the elevator board s fixed scenery 0cf5 3e 0a ld a 0a 0cf7 32 89 60 ld workram 89 a start the 75m background tune 0cfa 11 e5 3b ld de 3be5 select the 75m elevator layout table 0cfd c3 c6 0c jp loc_0cc6 join the shared board setup tail stamp a fixed two tile motif into eight video ram cells during 100m rivet board setup it walks an eight entry little endian pointer table and writes tile codes 0xb8 then 0xb7 into each destination pair two groups of four cells at a stride of five columns it takes no argument and every stored value is a constant so the sixteen writes are identical on every call stamprivetboardtiles 0d00 06 08 ld b 08 eight destinations to stamp 0d02 21 17 0d ld hl 0d17 the table of video ram destinations loc_0d05 0d05 3e b8 ld a b8 the first of the two tile codes 0d07 0e 02 ld c 02 two cells per destination 0d09 5e ld e hl read the little endian destination pointer 0d0a 23 inc hl 0d0b 56 ld d hl 0d0c 23 inc hl loc_0d0d 0d0d 12 ld de a stamp the tile 0d0e 3d dec a the second cell takes the next code down 0d0f 13 inc de 0d10 0d dec c 0d11 c2 0d 0d jp nz loc_0d0d 0d14 10 ef djnz loc_0d05 on to the next destination 0d16 c9 ret 0d17 0d26 data 0d17 ca 76 cf 76 d4 76 d9 76 2a 75 2f 75 34 75 39 75 part of the static background of the elevator board planted before its layout table is chosen it calls the shared two row filler at two hard coded tilemap positions each laying 17 cells of one tile code along a row and 17 cells of a second code on the row directly below the second motif sits eight tilemap rows above the first and the two are disjoint 68 background cells in all every value and destination is a baked constant so it reads no memory and repaints identically on every call the writes land in the background tilemap not the sprite buffer and they set tile codes rather than blanking anything stamp75mboardtiles 0d27 21 0d 77 ld hl 770d top left cell of the first two row motif 0d2a cd 30 0d call filltilerowpair 0d2d 21 0d 76 ld hl 760d the second motif eight tilemap rows on lay a fixed two row scenery motif into the background tilemap from the caller s top left cell 17 consecutive cells of one tile then skip 15 then 17 cells of a second tile directly beneath the first run the tilemap is 32 cells wide so 17 written plus 15 skipped is exactly one row and the walk lands on the same column one row on both tile codes and both counts are fixed here only the start cell is the caller s filltilerowpair 0d30 06 11 ld b 11 17 cells in each row of the motif loc_0d32 0d32 36 fd ld hl fd row one s tile code 0d34 23 inc hl 0d35 10 fb djnz loc_0d32 0d37 11 0f 00 ld de 000f the 15 cells left in the 32 wide row 0d3a 19 add hl de land on the same column one row on 0d3b 06 11 ld b 11 loc_0d3d 0d3d 36 fc ld hl fc row two s tile directly beneath row one 0d3f 23 inc hl 0d40 10 fb djnz loc_0d3d 0d42 c9 ret stamp the two band tile motif into two fixed tilemap rows during 100m setup a thin wrapper over the shared two band filler run once per row base each pass lays tile 0xfd across four consecutive cells steps over a 28 cell gap and lays tile 0xfc across four more sixteen cells in all eight per row both row bases are constants and it takes no argument stamprivetboardbands 0d43 21 87 76 ld hl 7687 the first of two tilemap row bases 0d46 cd 4c 0d call stamptwotilebands 0d49 21 47 75 ld hl 7547 the second row base then fall through lay two four cell tile bands into a tilemap row from the row base in hl it writes tile 0xfd across four consecutive cells steps forward over a 28 cell gap and writes tile 0xfc across four more eight cells in all ending 36 past the base both run lengths and both tile codes are constants so the only input is the base pointer called twice from the 100m rivet board setup at two fixed row bases stamptwotilebands 0d4c 06 04 ld b 04 four cells in the first band loc_0d4e 0d4e 36 fd ld hl fd the first band s tile code 0d50 23 inc hl 0d51 10 fb djnz loc_0d4e 0d53 11 1c 00 ld de 001c the 28 cell gap between the two bands 0d56 19 add hl de 0d57 06 04 ld b 04 loc_0d59 0d59 36 fc ld hl fc the second band s tile code 0d5b 23 inc hl 0d5c 10 fb djnz loc_0d59 0d5e c9 ret loc_0d5f 0d5f cd 56 0f call initboardstate reset the board s work ram and objects loc_0d62 0d62 cd 41 24 call loadboardobjectrecords loc_0d65 0d65 21 09 60 ld hl 6009 0d68 36 40 ld hl 40 hold the built board for 64 frames 0d6a 23 inc hl 0d6b 34 inc hl then step on to the next sub state 0d6c 21 5c 38 ld hl 385c the sprite object template in program data 0d6f cd 4e 00 call loadspriteobjectblock it leaves its source pointer advanced 0d72 11 00 69 ld de 6900 the head of the sprite shadow buffer 0d75 01 08 00 ld bc 0008 two more records from the same stream 0d78 ed b0 ldir 0d7a 3a 27 62 ld a workram 227 0d7d fe 04 cp 04 the rivet board shifts its sprites 0d7f 28 0a jr z loc_0d8b 0d81 0f rrca 0d82 0f rrca test bit 1 of the board number 0d83 d8 ret c 50m and 75m need no offset at all 0d84 21 0b 69 ld hl 690b the y byte of the first sprite record 0d87 0e fc ld c fc shift the whole y column up by four 0d89 ff rst 38 apply it across all ten records 0d8a c9 ret loc_0d8b 0d8b 21 08 69 ld hl 6908 the x byte of the first sprite record 0d8e 0e 44 ld c 44 shift the whole x column right by 0x44 0d90 ff rst 38 apply it across all ten records 0d91 11 04 00 ld de 0004 stride four one byte per sprite record 0d94 01 10 02 ld bc 0210 two records each nudged up by 0x10 0d97 21 00 69 ld hl 6900 from the first sprite record s x 0d9a cd 3d 00 call addstrided 0d9d 01 f8 02 ld bc 02f8 two more each nudged down by eight 0da0 21 03 69 ld hl 6903 from the first sprite record s y 0da3 cd 3d 00 call addstrided 0da6 c9 ret the head of the playfield walk draw the whole static board from its segment table each record is at least five bytes kind then the y and x of the first poi...
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