Debugging
Break Points
#define BREAK call _getkey / call _clrScrn / jp _JForceCmdNoChar _JForceCmdNoChar =$409c ;exit to ti-os even ; if we still have some ; pushes/pops on the ; stack ;restore stack ;don't print "Done" #include "ti86asm.inc" .org _asm_exec_ram call _clrScrn call _FlushAllMenus ;get rid of all active menus call routine_being_tested jp _clrScrn ;clear screen and ret routine_being_tested: call get_keypress_input ;get key input [up] [right]... call move_player ;move player sprite BREAK ;pause for key press ; and exit no matter what ; so we can see how things ; are up to this point jp animate_monsters ;update and move all ; "monsters" in game .end
More from z80 » Intermediate
All the Flags // Debugging // Down-Left Bug // _GetKey Codes // Logical Operators // Memory, ROM, RAM, and Safe Areas // Miscellaneous Instructions // PC and SP // Random Numbers // TI's ROM Calls // Restart Commands // Simulated 16-bit Addition // The Stack // Tables and Arrays // Text Display // Variables