; @label:$967A=$967A C $967A store $46 in ATTR-T (yellow ink on black paper, bright on) C $967F load value of "current player" variable and add $29 C $9684 load BC with coordinates 0,22 C $9687 call MPRINT (to display something 41 bytes into the table?) C $968A call routine at $96D1 C $968D set ATTR-T to $44 (green ink on black, bright on) C $9692 load A with value pointed to by IX C $9695 call MPRINT C $9698 call routine at $96D1 C $969B set ATTR-T to $47 (white ink on black, bright on) C $96A0 increment C to move along a column (C=1) C $96A1 load A with value pointed to by IX+2 C $96A4 divide A by 2 C $96A6 and compare it with 10 C $96A8 if A>9 then jump to $96B2 C $96AB add 48 to A C $96AD call DH_P C $96B0 jump to $96BF C $96B2 load A with $32 (50) C $96B4 stack BC C $96B5 call DH_P C $96B8 pop BC C $96B9 increment C to move along a column (C=2) C $96BA load A with $30 (32) C $96BC call DH_P C $96BF call routine at $96D1 C $96C2 return if flag "current player is computer controlled" is zero C $96C7 set loop counter to 8 (load B with $08) C $96C9 stack BC C $96CA call PAUSE4 C $96CD pop BC C $96CE loop back to $96C9 seven times C $96D0 return to caller C $96D1 stack BC ; @label:$96D2=$96D2 C $96D2 point HL at sound effect at $9117 C $96D5 call routine at $C2F9 C $96D8 enable interrupts C $96D9 load B with 255 C $96DB stack BC C $96DC load B with 60 C $96DE stay here decrementing B until it is zero C $96E0 pop BC - B is now 255 C $96E1 stay here decrementing B from 255 to 0 C $96E3 pop BC - C is now 2 C $96E4 increment C (C=3) C $96E5 return to caller