F46F: Reset everything for next stage.
Invaders_NextStage |
F46F |
LD HL,(Inv_TypePtr) |
|
F472 |
LD A,(HL) |
|
F473 |
CP $FF |
|
F475 |
JR NZ,Invaders_NextStage_1 |
|
F477 |
LD A,(WallyLives) |
|
F47A |
CP $03 |
|
F47C |
JR Z,Invaders_NextStage_0 |
|
F47E |
INC A |
|
F47F |
LD (WallyLives),A |
|
F482 |
CALL LifeDraw_Erase |
Invaders_NextStage_0 |
F485 |
LD HL,Inv_FirstInvType |
Invaders_NextStage_1 |
F488 |
LD A,(HL) |
|
F489 |
LD (Inv_CurrentFrame),A |
|
F48C |
LD (Inv_StartFrame),A |
|
F48F |
INC HL |
|
F490 |
INC A |
|
F491 |
LD (Inv_NextFrame),A |
|
F494 |
LD A,(HL) |
|
F495 |
LD (Inv_EndFrame),A |
|
F498 |
INC HL |
|
F499 |
LD (Inv_TypePtr),HL |
|
F49C |
CALL Invaders_Init_XPos |
|
F49F |
CALL Invaders_Init_YPos |
|
F4A2 |
CALL Invaders_Init |
|
F4A5 |
RET |