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