C $AC36 load B with NO_PLA C $AC3A preserve BC - loop counter for $ACBB? C $AC3B load A with NO_PLA C $AC3E subtract loop counter from A and store result in "current player (0-7)" and in $D391 (?) C $AC45 point HL into "??? unknown table 3 ???" using A as an offset C $AC4C jump to $ACB9 if bit 4 of the byte pointed at by HL is set C $AC51 reset "current player is computer-controlled flag" C $AC56 load appropriate byte from WIZCON using "current player" as an offset C $AC61 jump ahead to $AC69 if the byte is zero C $AC64 set "current player is computer-controlled flag" C $AC69 set ATTR-P to bright yellow on black C $AC6E clear line 22 of screen C $AC71 load A with "current player (0-7)" and add $29 (41 decimal) C $AC76 set print coordinates to (0,22) C $AC79 call MPRINT to display wizard name followed by 'S TURN C $AC81 call $C0DD C $AC84 wait for two interrupts C $AC86 copy "current player (0-7)" into $D391 C $AC8C call $D392 C $AC8F Busy wait loop: outer and inner $FF times each C $AC99 call $C0DD C $AC9C randomly set SEED C $AC9F jump ahead to $ACB0 if current player is human C $ACA5 wait for an interrupt $3C times C $ACAA blank out the game prompt line C $ACAD jump to $C710 in THRTAB C $ACB0 blank out the game prompt line C $ACB3 see if player to press a key (S or 0) C $ACB9 restore BC C $ACBA decrement B and jump to $AC3A if it is not zero C $ACBE reset "something" C $ACC3 set Interrupt Mode 1 and return