 |
 |
LD B,001h ; Loop = 1
L4677: CALL L2353 ; Wait for Comm Ready
DJNZ L4677 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,0002Eh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4683: .TEXT "SERVICE MODE 02: GAME ADJUST"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00079h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L46A8: .TEXT "LIVES PER 1 CREDIT ="
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,000A2h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L46C5: .TEXT "DIP SWITCH 28,29"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD B,001h ; Loop = 1
L46D9: CALL L2353 ; Wait for Comm Ready
DJNZ L46D9 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,000CAh ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L46E5: .TEXT "BITS 1, 2 = "
.DB 000h
;----------------------------------------------------
L46F4: POP HL ; Restore HL Register
LD A,(0E187h) ; Get DIP Switches 28-35
L46F8: AND 003h ; A = DIP 28 and 29 (# lives)
ADD A,003h ; Add 3 to get total lives (3,4,5,6)
OR 030h ; Make number into character
LD DE,01603h ; Location X = 22, Y = 3
CALL L2233 ; Print Lives to Text Display
LD A,(0E187h) ; Get DIP Switches 28-35
RRC A ; Shift A Right Circular
AND 001h ; Turn on bit 1
LD DE,00E05h ; Location X = 14, Y = 5
OR 030h ; Make number into character
CALL L2233 ; Print one Character to Text Display
LD A,(0E187h) ; Get DIP Switches 28-35
AND 001h ; Turn on bit 1
OR 030h ; Make number into character
CALL L2256 ; Print A to Text Display
L471D: LD B,001h ; Loop = 1
L471F: CALL L2353 ; Wait for Comm Ready
DJNZ L471F ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,00169h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L472B: .TEXT "DIP SW. 4,5,6,7"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00191h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4743: .TEXT "BITS 1234 ="
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD B,001h ; Loop = 1
L4752: CALL L2353 ; Wait for Comm Ready
DJNZ L4752 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,00140h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L475E: .TEXT "DIFFICULTY = "
.DB 000h
;----------------------------------------------------
L476E: POP HL ; Restore HL Register
LD A,(0E190h) ; Get DIP Switches 4-11
AND 00Fh ; Get Window Move Time
CALL L22AA ; Convert Window Move Time into decimal
LD (HL),A ; Save Window Move Byte
LD DE,00D08h ; Cursor Position (X=13,Y=8)
CALL L225D ; Print 2-Digit Number
LD B,001h ; Loop = 1
L4780: CALL L2353 ; Wait for Comm Ready
L4783: DJNZ L4780 ; Loop for 1 Comm
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ; Get Switch 7
RRC A ; Get Switch 7
L478C: RRC A ; Get Switch 7
AND 001h ; Isolate Switch 7
OR 030h ; Make number into character
LD DE,00D0Ah ; Cursor Position (X=13,Y=10)
CALL L2233 ; Print one Character to Text Display
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ; Get Switch 6
RRC A ; Get Switch 6
AND 001h ; Isolate Switch 6
OR 030h ; Make number into character A
CALL L2256 ; Print A to Text Display
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ; Get Switch 5
AND 001h ; Isolate Switch 5
OR 030h ; Make number into character A
CALL L2256 ; Print A to Text Display
LD A,(0E190h) ; Get DIP Switches 4-11
AND 001h ; Get Switch 4
OR 030h ; Make number into character A
CALL L2256 ; Print A to Text Display
LD B,001h ; Loop = 1
L47BE: CALL L2353 ; Wait for Comm Ready
DJNZ L47BE ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,0017Ch ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L47CA: .TEXT "DIP SW. 8,9,10,11"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,001A4h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L47E4: .TEXT "BITS 1234 ="
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD B,001h ; Loop = 1
L47F3: CALL L2353 ; Wait for Comm Ready
DJNZ L47F3 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,00153h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L47FF: .TEXT "HINTS = "
.DB 000h
;----------------------------------------------------
L480C: POP HL ; Restore HL Register
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ; Get Switches 8-11
RRC A ; Get Switches 8-11
RRC A ; Get Switches 8-11
RRC A ; Get Switches 8-11
AND 00Fh ; Isolate Switches 8-11
CALL L22AA ; Convert hex byte into decimal byte
LD (HL),A ; Number = switches
LD DE,01B08h ; Cursor Position (X=27,Y=8)
CALL L225D ; Print 2-Digit Number
LD B,001h ; Loop = 1
L4826: CALL L2353 ; Wait for Comm Ready
DJNZ L4826 ; Loop for 1 Comm
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
AND 001h ;
OR 030 ;
LD DE,0200Ah ;
L4843: CALL L2233 ; Print one Character to Text Display
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
AND 001h ;
OR 030h ;
CALL L2256 ; Print A to Text Display
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A ;
RRC A ;
RRC A ;
RRC A ;
RRC A ;
AND 001h ;
OR 030h ;
CALL L2256 ;
LD A,(0E190h) ; Get DIP Switches 4-11
RRC A
RRC A
RRC A
RRC A
AND 001h
OR 030h
CALL L2256
LD B,001h ; Loop = 1
L4884: CALL L2353 ; Wait for Comm Ready
DJNZ L4884 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,00209h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD D,E
LD B,L
LD D,D
LD D,(HL)
LD C,C
LD B,E
LD B,L
JR NZ,L48EC
LD D,A
LD C,C
LD D,H
LD B,E
LD C,B
LD B,L
LD D,E
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00232h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD (HL),E
LD H,L
LD (HL),D
HALT
LD L,C
LD H,E
LD H,L
JR NZ,L491B
LD L,(HL)
LD H,H
LD H,L
LD A,B
JR NZ,L48F5
JR NZ,L48BA
.DB 000h
;----------------------------------------------------
L48BA: POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,0025A ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD (HL),E
LD (HL),A
LD L,C
LD (HL),H
LD H,E
LD L,B
JR NZ,L493E
LD H,L
LD (HL),E
LD (HL),H
JR NZ,L48EF
JR NZ,L490E
JR NZ,L48D3
.DB 000h
;----------------------------------------------------
L48D3: POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00282 ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
LD H,(HL)
LD (HL),D
LD H,L
LD H,L
JR NZ,L4951
LD L,H
LD H,C
LD A,C
JR NZ,L4906
JR NZ,L4908
JR NZ,L4927
JR NZ,L48EC
.DB 000h
;----------------------------------------------------
L48EC: POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,002AAh ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD L,C
L48F5: LD L,L
LD L,L
LD L,A
LD (HL),D
LD (HL),H
LD H,C
LD L,H
LD L,C
LD (HL),H
LD A,C
JR NZ,L4921
JR NZ,L4940
JR NZ,L4905
.DB 000h
;----------------------------------------------------
L4905: POP HL ; Restore HL Register
L4906: PUSH HL ; Save HL Register
LD HL,002D2h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD H,H
L490E: LD L,C
LD (HL),E
LD H,E
JR NZ,L4987
LD H,L
LD (HL),E
LD (HL),H
JR NZ,L4938
JR NZ,L493A
JR NZ,L4959
JR NZ,L491E
.DB 000h
;----------------------------------------------------
L491E: POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,002FAh ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD H,C
L4927: LD (HL),H
LD (HL),H
LD (HL),D
LD H,C
LD H,E
LD (HL),H
JR NZ,L49A2
LD L,A
LD (HL),L
LD L,(HL)
LD H,H
JR NZ,L4972
JR NZ,L4937
.DB 000h
;----------------------------------------------------
L4937: POP HL ; Restore HL Register
L4938: PUSH HL ; Save HL Register
LD HL,00322h ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
LD (HL),B
L4940: LD L,H
LD H,C
LD A,C
JR NZ,L49B7
LD H,C
LD L,(HL)
LD H,H
LD L,A
LD L,L
JR NZ,L496C
JR NZ,L498B
JR NZ,L4950
.DB 000h
;----------------------------------------------------
L4950: POP HL ; Restore HL Register
L4951: LD B,001h ; Loop = 1
L4953: CALL L2353 ; Wait for Comm Ready
DJNZ L4953 ; Loop for 1 Comm
LD DE,0120Eh
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 001h
CALL L49A9
INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 002h
CALL L49A9
L496C: INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 004h
L4972: CALL L49A9
INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 008h
CALL L49A9
INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 010h
CALL L49A9
L4987: INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
L498B: AND 020h
CALL L49A9
INC E
LD A,(0E18Dh) ; Get DIP Switches 12-19
AND 040h
CALL L49A9
LD B,001h ; Loop =1
L499B: CALL L2353 ; Wait for Comm Ready
DJNZ L499B ; Loop for 1 Comm
CALL L49C9 ; Print "Player2 = Exit"
CALL L42B9 ; Process Service Mode User Input
JP L466B ;
;----------------------------------------------------
; Printing Subroutine
;----------------------------------------------------
L49A9: JR Z,L49BB ;
LD A,020h ; A = Character space
CALL L2233 ; Print one Character to Text Display
LD A,04Fh ;
CALL L2256 ; Print A to Text Display
LD A,04Eh ;
L49B7: CALL L2256 ;
RET ; Return
;----------------------------------------------------
;
;----------------------------------------------------
L49BB: LD A,04Fh
CALL L2233 ; Print one Character to Text Display
LD A,046h
CALL L2256 ; Print A to Text Display
CALL L2256 ; Print A to Text Display
RET
;----------------------------------------------------
; Print "Player2 = Exit"
;----------------------------------------------------
L49C9: PUSH HL ; Save HL Register
LD HL,003A4h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L49D0: .TEXT "player 2 = exit"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
RET ; Return
;----------------------------------------------------
; Report Bookkeeping Data
;----------------------------------------------------
L49E2: LD A,004h ; A = 4
LD (0E1E5h),A ;
L49E7: LD B,001h ; Loop = 1
L49E9: CALL L2353 ; Wait for Comm Ready
DJNZ L49E9 ; Loop for 1 Comm
CALL L245B ; Get ALL Input Data
LD B,001h ; Loop = 1
L49F3: CALL L2353 ; Wait for Comm Ready
DJNZ L49F3 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,0002Eh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L49FF: .TEXT "SERVICE MODE 01: BOOKKEEPING"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,000C9h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4A24: .TEXT "TOTAL PLAYS"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01905h ; Location X = 25, Y = 5
LD HL,0E0A0h ; Number = Total Plays
CALL L2265 ; Print 6-digit number
PUSH HL ; Save HL Register
LD HL,00119h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4A41: .TEXT "LEFT CHUTE"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01B07h ; Location X = 27, Y = 7
LD HL,0E0A3h ; Number = Left Slot Coin Total
CALL L2261 ; Print 4-digit number
PUSH HL ; Save HL Register
LD HL,00169h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4A5D: .TEXT "RIGHT CHUTE"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01B09h ; Location X = 27,Y = 9
LD HL,0E0A5h ; Number = Right Slot Coin Total
CALL L2261 ; Print 4-digit number
LD B,001h ; Loop = 1
L4A75: CALL L2353 ; Wait for Comm Ready
DJNZ L4A75 ; Loop for 1 Comm
PUSH HL ; Save HL Register
L4A7B: LD HL,001B9h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4A81: .TEXT "TOTAL SECONDS PLAYED"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,0190Bh ; Location X = 25,Y = 11
LD HL,0E0A8h ; Number = Total Seconds Played
CALL L2265 ; Print 6-digit number
PUSH HL ; Save HL Register
LD HL,00209h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4AA7: .TEXT "LONG GAME SECONDS"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,0190Dh ; Location X = 25, Y = 13
LD HL,0E0ABh ; Number = Long Game Seconds
CALL L2265 ; Print 6-digit number
PUSH HL ; Save HL Register
LD HL,00259h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4ACA: .TEXT "SHORT GAME SECONDS"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01D0Fh ; Location X = 29, Y = 15
LD HL,0E0AEh ; Number = Short Game Seconds
CALL L225D ; Print 2-digit number
LD B,001h ; Loop = 1
L4AE9: CALL L2353 ; Wait for Comm Ready
DJNZ L4AE9 ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,002A9h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4AF5: .TEXT "HIGHEST GAME SCORE"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01711h ; Location X = 23, Y = 17
LD HL,0E003h ; Number = Highest Score
CALL L2269 ; Print 8-digit number
PUSH HL ; Save HL Register
LD HL,002F9h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4B19: .TEXT "HIGHEST SCENE"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD DE,01D13h ; Location X = 29, Y = 19
LD HL,0E0AFh ; Number = Highest Scene
CALL L225D ; Print 2-digit number
CALL L4B8A ; Print Bookkeeping Instructions
CALL L42B9 ; Process Service Mode User Input
LD HL,0E184h ; Get ZPU Switches 1 & 2
BIT 7,(HL) ; Check switch 2
JR Z,L4B4C ; Not pressed so skip ahead
;----------------------------------------------------
; ZPU Switch 2 pressed so reset data
;----------------------------------------------------
LD HL,0E0A7h ;
INC (HL) ;
LD HL,0E0B0h ;
INC (HL) ;
CALL L1627 ; Reset Bookkeeping Data
CALL L21FF ; Clear Text Display
L4B4C: LD HL,0E184h ; Get ZPU Switches 1 & 2
BIT 6,(HL) ; Check switch 1
JR Z,L4B80 ; Not pressed so skip ahead
;----------------------------------------------------
; ZPU Switch 1 pressed so erase highest score
;----------------------------------------------------
LD BC,00048h ; 9 High scores to copy (72 bytes)
L4B56: LD DE,0E000h ; Destination = Highest score
LD HL,0E008h ; Source = 2nd High score
LDIR ; Move all scores up one spot
EX DE,HL ; HL = Lowest Score
LD (HL),055h
INC HL
LD (HL),052h
INC HL
LD (HL),04Ch
INC HL
LD (HL),000h
INC HL
LD (HL),000h
INC HL
LD (HL),000h
INC HL
LD (HL),000h
LD HL,0E048h ; Sum bytes
LD B,007h ; 7 bytes to sum
CALL L110C ; Call sum all bytes
CPL ; Reverse all bits
LD (HL),A ; Store sum
CALL L21FF ; Clear Text Display
L4B80: LD B,001h ; Loop = 1
L4B82: CALL L2353 ; Wait for Comm Ready
DJNZ L4B82 ; Loop for 1 Comm
JP L49E7 ; Loop back to Bookkeeping Data
;----------------------------------------------------
; Print Bookkeeping Instructions
;----------------------------------------------------
L4B8A: PUSH HL ; Save HL Register
LD HL,00350h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4B91: .TEXT "Player 2 = Exit. "
.DB 000h
;----------------------------------------------------
L4BAA: POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00377h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4BB2: .TEXT "Switch #1 Clears Hiscores"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,0039Fh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4BD4: .TEXT "Switch #2 Clears All Else"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
RET ; Return
;----------------------------------------------------
; Sound Test
;----------------------------------------------------
L4BF0: LD B,001h ; Loop = 1
L4BF2: CALL L2353 ; Wait for Comm Ready
DJNZ L4BF2 ; Loop for 1 Comm
LD A,005h ; Starting Row = 5
LD (0E1E6h),A ; Save Rectangle starting row
CALL L4389 ; Draw Rectangle
L4BFF: LD A,040h
LD (0E1E5h),A
L4C04: PUSH HL ; Save HL Register
LD HL,00056h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4C0B: .TEXT "SERVICE MODE 05: SOUND TESTS"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,000CCh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4C30: .TEXT "GOOD ACTION SOUND (beep)"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,0011Ch ; Cursor Location
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4C58: .TEXT "ANY or BAD ACTION SOUND (boop)"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
LD B,001h ; Loop = 1
L4C7B: CALL L2353 ; Wait for Comm Ready
DJNZ L4C7B ; Loop for 1 Comm
PUSH HL ; Save HL Register
LD HL,0039Bh ; Cursor Location
L4C84: CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4C87: .TEXT "Press Player 1 start to make sound"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
CALL L42B9 ; Process Service Mode User Input
CALL L4CBB ; Check Button and Sound Correct Beep
LD B,00Ah ; Loop = 10
L4CB3: CALL L2353 ; Wait for Comm Ready
DJNZ L4CB3 ; Loop for 10 Comm's
JP L4C04 ; Continue Sound Test
;----------------------------------------------------
; Check Button and Sound Correct Beep
;----------------------------------------------------
L4CBB: LD A,(0E193h) ; Get Button Data
BIT 2,A ; Is PLAYER1/FEET pressed?
RET Z ; Not pressed so leave
LD A,(0E1E6h) ; Get Rectangle location
CP 005h ; Is good beep selected?
L4CC6: CALL Z,GoodBeep ; Yes, so sound Good Beep
LD A,(0E1E6h) ; Get Rectangle location
L4CCC: CP 007h ; Is bad beep selected?
CALL Z,BadBeep ; Yes, so sound Bad Beep
RET ; Return
;----------------------------------------------------
; Service Mode 3: CREDIT ADJUST
;----------------------------------------------------
L4CD2: XOR A ; A = 0
LD (0E1E6h),A ;
LD A,010h ;
LD (0E1E5h),A ;
L4CDB: CALL L245B ; Get ALL Input Data
L4CDE: PUSH HL ; Save HL Register
LD HL,0002Dh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4CE5: .TEXT "SERVICE MODE 03: CREDIT ADJUST"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,00169h ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4D0C: .TEXT "LEFT CHUTE"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
L4D18: PUSH HL ; Save HL Register
LD HL,001BAh ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4D1F: .TEXT "SWITCH 20, 21"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,0020Ah ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4D35: .TEXT "COINS:"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
PUSH HL ; Save HL Register
LD HL,0025Ah ; Cursor Position
CALL L2212 ; Set Cursor and Print Text
;----------------------------------------------------
L4D44: .TEXT "CREDITS:"
.DB 000h
;----------------------------------------------------
POP HL ; Restore HL Register
CALL L4DD2 ;
LD DE,00C0Dh ;
OR 030h ;
CALL L2233 ; Print one Character to Text Display
L4D59: INC E ; Move down one row
INC E ; Move down one row
LD A,B ;
OR 030h ;
CALL L2233 ; Print one Character to Text Display
PUSH HL ; Save HL Register
LD HL,0017Dh ; Cursor Position
CALL | |