;--------------------------------------------------------
; File Created by SDCC : free open source ANSI-C Compiler
; Version 3.6.8 #9946 (CYGWIN)
;--------------------------------------------------------
	.module game
	.optsdcc -mz80
	
;--------------------------------------------------------
; Public variables in this module
;--------------------------------------------------------
	.globl _game
	.globl _intro
	.globl _ticClock
	.globl _nextScreen
	.globl _movementsAllowed
	.globl _nextMove
	.globl _collisions
	.globl _checkActivities
	.globl _keyboard
	.globl _initScreen
	.globl _createRandomStreetElement
	.globl _newDay
	.globl _resetObjects
	.globl _resetValues
	.globl _playGolf
	.globl _playBasket
	.globl _showPressed
	.globl _renderText
	.globl _renderItem
	.globl _renderScore
	.globl _renderScoreboard
	.globl _renderHour
	.globl _render
	.globl _cutreZoomModo0
	.globl _showMessage
	.globl _swipeScreen
	.globl _fade
	.globl _updateEnergy
	.globl _updatePalette
	.globl _clearScreens
	.globl _typeOfTile
	.globl _tileValue
	.globl _tileCell
	.globl _pressedFire
	.globl _pressedRight
	.globl _pressedLeft
	.globl _pressedUp
	.globl _pausaTeclado
	.globl _pausaTecladoLibre
	.globl _pausa
	.globl _maximo
	.globl _mydrawStringM1
	.globl _playFX
	.globl _setInterruptAtVSYNCStart
	.globl _intHandler
	.globl _waitBorder
	.globl _cpct_zx7b_decrunch_s
	.globl _cpct_etm_setTileset2x4
	.globl _cpct_etm_drawTilemap2x4_f
	.globl _cpct_getRandom_mxor_u8
	.globl _cpct_akp_SFXPlay
	.globl _cpct_akp_stop
	.globl _cpct_akp_musicInit
	.globl _cpct_setPALColour
	.globl _cpct_drawSprite
	.globl _cpct_drawSolidBox
	.globl _cpct_px2byteM0
	.globl _cpct_hflipSpriteMaskedM0
	.globl _cpct_isKeyPressed
	.globl _cpct_memcpy
	.globl _jumpTable
	.globl _cycle
	.globl _ende
;--------------------------------------------------------
; special function registers
;--------------------------------------------------------
;--------------------------------------------------------
; ram data
;--------------------------------------------------------
	.area _DATA
;--------------------------------------------------------
; ram data
;--------------------------------------------------------
	.area _INITIALIZED
;--------------------------------------------------------
; absolute external ram data
;--------------------------------------------------------
	.area _DABS (ABS)
;--------------------------------------------------------
; global & static initialisations
;--------------------------------------------------------
	.area _HOME
	.area _GSINIT
	.area _GSFINAL
	.area _GSINIT
;--------------------------------------------------------
; Home
;--------------------------------------------------------
	.area _HOME
	.area _HOME
;--------------------------------------------------------
; code
;--------------------------------------------------------
	.area _CODE
;src/game.c:22: void showPressed() {
;	---------------------------------
; Function showPressed
; ---------------------------------
_showPressed::
;src/game.c:25: pressed = 0;
	ld	hl,#_pressed + 0
	ld	(hl), #0x00
;src/game.c:26: while (pressedFire()) {
00103$:
	call	_pressedFire
	ld	a, l
	or	a, a
	ret	Z
;src/game.c:27: pressed++;
	ld	iy, #_pressed
	inc	0 (iy)
;src/game.c:28: bar = pressed/16;
	ld	a, 0 (iy)
	rlca
	rlca
	rlca
	rlca
	and	a, #0x0f
	ld	d, a
;src/game.c:29: cpct_drawSolidBox (cpctm_screenPtr (CPCT_VMEM_START, 27, 60), cpct_px2byteM0 (3, 3), 16, 8);
	push	de
	ld	hl, #0x0303
	push	hl
	call	_cpct_px2byteM0
	pop	de
	ld	h, #0x00
	push	de
	ld	bc, #0x0810
	push	bc
	push	hl
	ld	hl, #0xe24b
	push	hl
	call	_cpct_drawSolidBox
	pop	de
;src/game.c:30: if (bar)
	ld	a, d
	or	a, a
	jr	Z,00103$
;src/game.c:31: cpct_drawSolidBox (cpctm_screenPtr (CPCT_VMEM_START, 27, 60), cpct_px2byteM0 (4, 4), bar, 8);
	push	de
	ld	hl, #0x0404
	push	hl
	call	_cpct_px2byteM0
	ld	c, l
	pop	de
	ld	b, #0x00
	ld	a, #0x08
	push	af
	inc	sp
	push	de
	inc	sp
	push	bc
	ld	hl, #0xe24b
	push	hl
	call	_cpct_drawSolidBox
	jr	00103$
_jumpTable:
	.db #0xff	; -1
	.db #0x00	;  0
	.db #0xff	; -1
	.db #0x00	;  0
	.db #0xff	; -1
	.db #0x00	;  0
	.db #0xff	; -1
	.db #0x00	;  0
	.db #0x01	;  1
	.db #0x00	;  0
	.db #0x01	;  1
	.db #0x00	;  0
	.db #0x01	;  1
	.db #0x00	;  0
	.db #0x01	;  1
	.db #0x00	;  0
;src/game.c:35: void playBasket (){
;	---------------------------------
; Function playBasket
; ---------------------------------
_playBasket::
;src/game.c:37: showPressed();
	call	_showPressed
;src/game.c:39: if (pressed > 210) // Margen para que no sea tan ajustado encestar
	ld	a, #0xd2
	ld	iy, #_pressed
	sub	a, 0 (iy)
	jr	NC,00102$
;src/game.c:40: pressed = 210;
	ld	0 (iy), #0xd2
00102$:
;src/game.c:42: entities[1].y = 136;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x88
;src/game.c:43: entities[1].x = 49;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x31
;src/game.c:44: entities[1].sprite_f2 = (u8*) &G_ball_f2[0];
	ld	hl, #_G_ball_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:45: while (pressed && eod) {
00108$:
	ld	a,(#_pressed + 0)
	or	a, a
	jr	Z,00111$
	ld	a,(#_eod + 0)
	or	a, a
	jr	Z,00111$
;src/game.c:46: if (pressed % 7 == 0) {
	ld	a, #0x07
	push	af
	inc	sp
	ld	a, (_pressed)
	push	af
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	or	a, a
	jr	NZ,00104$
;src/game.c:47: entities[1].x--;
	ld	hl, #(_entities + 0x0014) + 0
	ld	c, (hl)
	dec	c
	ld	hl, #(_entities + 0x0014)
	ld	(hl), c
00104$:
;src/game.c:49: if (pressed % 28 == 0) {
	ld	a, #0x1c
	push	af
	inc	sp
	ld	a, (_pressed)
	push	af
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	or	a, a
	jr	NZ,00106$
;src/game.c:50: entities[1].y = entities[1].y - 4;
	ld	a, (#(_entities + 0x0015) + 0)
	add	a, #0xfc
	ld	(#(_entities + 0x0015)),a
00106$:
;src/game.c:52: pressed--;
	ld	hl, #_pressed+0
	dec	(hl)
;src/game.c:53: cycle();
	call	_cycle
	jr	00108$
;src/game.c:56: while (entities[1].y < 144) {
00111$:
;src/game.c:50: entities[1].y = entities[1].y - 4;
	ld	a, (#(_entities + 0x0015) + 0)
;src/game.c:56: while (entities[1].y < 144) {
	cp	a, #0x90
	jr	NC,00113$
;src/game.c:57: entities[1].y = entities[1].y + 4;
	add	a, #0x04
	ld	(#(_entities + 0x0015)),a
;src/game.c:58: cycle();
	call	_cycle
	jr	00111$
00113$:
;src/game.c:47: entities[1].x--;
	ld	a, (#(_entities + 0x0014) + 0)
;src/game.c:62: if (entities[1].x == 19 || entities[1].x == 20) {
	cp	a, #0x13
	jr	Z,00116$
	sub	a, #0x14
	jr	NZ,00117$
00116$:
;src/game.c:63: updateEnergy(25);
	ld	a, #0x19
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:64: playFX(9,28);
	ld	hl, #0x1c09
	push	hl
	call	_playFX
	pop	af
;src/game.c:65: baskets++;
	ld	iy, #_baskets
	inc	0 (iy)
;src/game.c:67: if (baskets >= 5) {
	ld	a, 0 (iy)
	sub	a, #0x05
	jr	C,00117$
;src/game.c:68: activities[17]++;
	ld	bc, #_activities+17
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:69: showMessage(ID_SPECIAL_MSG+14);
	ld	a, #0x4c
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00117$:
;src/game.c:75: entities[1].y = 144;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x90
;src/game.c:76: entities[1].x = 48;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x30
;src/game.c:77: entities[1].sprite_f2 = (u8*) &G_ball_f1[0];
	ld	hl, #_G_ball_f1
	ld	((_entities + 0x0022)), hl
;src/game.c:78: render();
	jp  _render
;src/game.c:81: void playGolf (){
;	---------------------------------
; Function playGolf
; ---------------------------------
_playGolf::
;src/game.c:83: showPressed();
	call	_showPressed
;src/game.c:85: entities[1].y = 128;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x80
;src/game.c:86: entities[1].x = 44;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x2c
;src/game.c:87: entities[1].sprite_f2 = (u8*) &G_golf_f2[0];
	ld	hl, #_G_golf_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:88: entities[1].sprite_f3 = (u8*) &G_golf_f3[0];
	ld	hl, #_G_golf_f3
	ld	((_entities + 0x0024)), hl
;src/game.c:89: while (pressed && eod) {
00104$:
	ld	a,(#_pressed + 0)
	or	a, a
	jr	Z,00107$
	ld	a,(#_eod + 0)
	or	a, a
	jr	Z,00107$
;src/game.c:90: if (pressed % 7 == 0)
	ld	a, #0x07
	push	af
	inc	sp
	ld	a, (_pressed)
	push	af
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	or	a, a
	jr	NZ,00102$
;src/game.c:91: entities[1].x--;
	ld	hl, #(_entities + 0x0014) + 0
	ld	c, (hl)
	dec	c
	ld	hl, #(_entities + 0x0014)
	ld	(hl), c
00102$:
;src/game.c:92: pressed--;
	ld	hl, #_pressed+0
	dec	(hl)
;src/game.c:93: cycle();
	call	_cycle
	jr	00104$
;src/game.c:96: while (entities[1].y < 136) {
00107$:
	ld	a, (#(_entities + 0x0015) + 0)
	cp	a, #0x88
	jr	NC,00109$
;src/game.c:97: entities[1].y = entities[1].y + 4;
	add	a, #0x04
	ld	(#(_entities + 0x0015)),a
;src/game.c:98: cycle();
	call	_cycle
	jr	00107$
00109$:
;src/game.c:102: if (entities[1].x == 14) {
	ld	a, (#(_entities + 0x0014) + 0)
	sub	a, #0x0e
	jr	NZ,00111$
;src/game.c:103: playFX(9,28);
	ld	hl, #0x1c09
	push	hl
	call	_playFX
;src/game.c:104: updateEnergy(70);
	ld	h,#0x46
	ex	(sp),hl
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:105: activities[21]++;
	ld	bc, #_activities+21
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:106: showMessage(ID_SPECIAL_MSG+18);
	ld	a, #0x50
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00111$:
;src/game.c:110: entities[1].y = 136;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x88
;src/game.c:111: entities[1].x = 45;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x2d
;src/game.c:112: entities[1].sprite_f2 = (u8*) &G_golf_f1[0];
	ld	hl, #_G_golf_f1
	ld	((_entities + 0x0022)), hl
;src/game.c:113: entities[1].sprite_f3 = (u8*) &G_golf_f1[0];
	ld	((_entities + 0x0024)), hl
;src/game.c:114: render();
	jp  _render
;src/game.c:117: void resetValues() {
;	---------------------------------
; Function resetValues
; ---------------------------------
_resetValues::
;src/game.c:119: day = 0;
	ld	hl,#_day + 0
	ld	(hl), #0x00
;src/game.c:122: entities[0].x = 20;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x14
;src/game.c:123: entities[0].id = 64;
	ld	hl, #_entities
	ld	(hl), #0x40
;src/game.c:124: entities[0].height = 16;
	ld	hl, #(_entities + 0x0007)
	ld	(hl), #0x10
;src/game.c:125: entities[0].width = 3;
	ld	hl, #(_entities + 0x0008)
	ld	(hl), #0x03
;src/game.c:126: entities[0].movY = 0;
	ld	hl, #(_entities + 0x0004)
	ld	(hl), #0x00
;src/game.c:127: entities[0].movX = 0;
	ld	hl, #(_entities + 0x0003)
	ld	(hl), #0x00
;src/game.c:128: entities[0].data1 = 0;
	ld	hl, #(_entities + 0x0009)
	ld	(hl), #0x00
;src/game.c:129: entities[0].properties = mask_jump | mask_only_solids;
	ld	hl, #(_entities + 0x000c)
	ld	(hl), #0x06
;src/game.c:130: entities[0].sprite_f1 = spriteset;
	ld	hl, #(_entities + 0x000d)
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
;src/game.c:131: entities[0].sprite_f2 = spriteset;
	ld	hl, #_entities + 15
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
	dec	hl
;src/game.c:132: entities[0].sprite_f2 = spriteset;
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
;src/game.c:134: frame = 0;
	ld	hl,#_frame + 0
	ld	(hl), #0x00
;src/game.c:135: energy = 128;
	ld	hl,#_energy + 0
	ld	(hl), #0x80
;src/game.c:136: reset_face = 0;
	ld	hl,#_reset_face + 0
	ld	(hl), #0x00
;src/game.c:137: object = 0;
	ld	hl,#_object + 0
	ld	(hl), #0x00
;src/game.c:138: hour = 7;
	ld	hl,#_hour + 0
	ld	(hl), #0x07
;src/game.c:139: carScreen = 0;
	ld	hl,#_carScreen + 0
	ld	(hl), #0x00
;src/game.c:140: baskets = 0;
	ld	hl,#_baskets + 0
	ld	(hl), #0x00
;src/game.c:141: spiders = 0;
	ld	hl,#_spiders + 0
	ld	(hl), #0x00
;src/game.c:142: last_mov = 0;
	ld	hl,#_last_mov + 0
	ld	(hl), #0x00
;src/game.c:145: for (i = 0; i < ID_SPECIAL_MSG; i++)
	ld	bc, #_activities+0
	ld	e, #0x00
00102$:
;src/game.c:146: activities[i] = 0; 
	ld	l,e
	ld	h,#0x00
	add	hl, bc
	ld	(hl), #0x00
;src/game.c:145: for (i = 0; i < ID_SPECIAL_MSG; i++)
	inc	e
	ld	a, e
	sub	a, #0x3e
	jr	C,00102$
	ret
;src/game.c:149: void resetObjects() {
;	---------------------------------
; Function resetObjects
; ---------------------------------
_resetObjects::
;src/game.c:151: object = 0; //Sin objeto en posesión
	ld	hl,#_object + 0
	ld	(hl), #0x00
;src/game.c:152: for (i = ID_OBJECTS; i < ID_SPECIAL_MSG; i++) {
	ld	bc, #_activities+0
	ld	e, #0x34
00104$:
;src/game.c:153: if (activities[i] == 1)
	ld	l,e
	ld	h,#0x00
	add	hl, bc
	ld	d, (hl)
	dec	d
	jr	NZ,00105$
;src/game.c:154: activities[i] = 0;
	ld	(hl), #0x00
00105$:
;src/game.c:152: for (i = ID_OBJECTS; i < ID_SPECIAL_MSG; i++) {
	inc	e
	ld	a, e
	sub	a, #0x3e
	jr	C,00104$
	ret
;src/game.c:158: void newDay() {
;	---------------------------------
; Function newDay
; ---------------------------------
_newDay::
;src/game.c:161: day++;
	ld	hl, #_day+0
	inc	(hl)
;src/game.c:162: clock = 1;
	ld	hl, #0x0001
	ld	(_clock), hl
;src/game.c:163: hour = 7;
	ld	iy, #_hour
	ld	0 (iy), #0x07
;src/game.c:164: telephone = 0;
	ld	l, #0x00
	ld	(_telephone), hl
;src/game.c:165: hintText = 0; 
	ld	hl,#_hintText + 0
	ld	(hl), #0x00
;src/game.c:166: hintTextTime = 0;
	ld	hl,#_hintTextTime + 0
	ld	(hl), #0x00
;src/game.c:167: dropsCollected = 0;
	ld	hl,#_dropsCollected + 0
	ld	(hl), #0x00
;src/game.c:168: symphony_idx = 0;
	ld	hl,#_symphony_idx + 0
	ld	(hl), #0x00
;src/game.c:171: for (i = ID_DIARY; i < ID_OBJECTS; i++) {
	ld	bc, #0x002d
00112$:
;src/game.c:172: activities[i] = 0;
	ld	hl, #_activities
	add	hl, bc
	ld	(hl), #0x00
;src/game.c:171: for (i = ID_DIARY; i < ID_OBJECTS; i++) {
	inc	bc
	ld	a, c
	sub	a, #0x34
	ld	a, b
	rla
	ccf
	rra
	sbc	a, #0x80
	jr	C,00112$
;src/game.c:175: clearScreens();
	call	_clearScreens
;src/game.c:177: *(u8*)&paletteM0[3] = HW_PASTEL_CYAN;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x1b
;src/game.c:178: updatePalette();
	call	_updatePalette
;src/game.c:180: if (day == 1) {
	ld	a,(#_day + 0)
	dec	a
	jr	NZ,00103$
;src/game.c:181: mydrawStringM1(txt_monday, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_monday
	push	hl
	call	_mydrawStringM1
00103$:
;src/game.c:183: if (day == 2) {
	ld	a,(#_day + 0)
	sub	a, #0x02
	jr	NZ,00105$
;src/game.c:184: mydrawStringM1(txt_tuesday, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_tuesday
	push	hl
	call	_mydrawStringM1
00105$:
;src/game.c:186: if (day == 3) {
	ld	a,(#_day + 0)
	sub	a, #0x03
	jr	NZ,00107$
;src/game.c:187: mydrawStringM1(txt_wednesday, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_wednesday
	push	hl
	call	_mydrawStringM1
00107$:
;src/game.c:189: if (day == 4) {
	ld	a,(#_day + 0)
	sub	a, #0x04
	jr	NZ,00109$
;src/game.c:190: mydrawStringM1(txt_thursday, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_thursday
	push	hl
	call	_mydrawStringM1
00109$:
;src/game.c:192: if (day == 5) {
	ld	a,(#_day + 0)
	sub	a, #0x05
	jr	NZ,00111$
;src/game.c:193: mydrawStringM1(txt_friday, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_friday
	push	hl
	call	_mydrawStringM1
00111$:
;src/game.c:196: pausa(SECOND);
	ld	hl, #0x8000
	push	hl
	call	_pausa
	pop	af
;src/game.c:197: cpct_akp_musicInit((u8*) m_morning);
	ld	bc, #_m_morning+0
	push	bc
	call	_cpct_akp_musicInit
	pop	af
;src/game.c:198: music_playing = 1;
	ld	hl,#_music_playing + 0
	ld	(hl), #0x01
;src/game.c:199: fade();
	call	_fade
;src/game.c:202: screen = 0;
	ld	hl,#_screen + 0
	ld	(hl), #0x00
;src/game.c:203: entities[0].x = 16;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x10
;src/game.c:204: entities[0].y = 40;
	ld	hl, #(_entities + 0x0002)
	ld	(hl), #0x28
;src/game.c:205: entities[0].jumping = 0;
	ld	hl, #(_entities + 0x000b)
	ld	(hl), #0x00
;src/game.c:206: eod = 1;
	ld	hl,#_eod + 0
	ld	(hl), #0x01
	ret
;src/game.c:209: void createRandomStreetElement() {
;	---------------------------------
; Function createRandomStreetElement
; ---------------------------------
_createRandomStreetElement::
;src/game.c:212: entities[MAX_ENTITIES - 1].y = 164;
	ld	hl, #_entities + 78
	ld	(hl), #0xa4
;src/game.c:213: if (cpct_rand() %2)
	push	hl
	call	_cpct_getRandom_mxor_u8
	ld	a, l
	pop	hl
	rrca
	jr	NC,00102$
;src/game.c:214: entities[MAX_ENTITIES - 1].y = 182;
	ld	(hl), #0xb6
00102$:
;src/game.c:218: entities[MAX_ENTITIES - 1].x = 1;
	ld	hl, #(_entities + 0x004d)
	ld	(hl), #0x01
;src/game.c:219: entities[MAX_ENTITIES - 1].movX = 1;
	ld	hl, #(_entities + 0x004f)
	ld	(hl), #0x01
;src/game.c:221: i = cpct_rand() % 5;
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x05
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	e, l
;src/game.c:222: if (vehicles & 1 << i ) {  //2^i
	ld	b, e
	ld	c, #0x01
	ld	d, #0x00
	inc	b
	jr	00153$
00152$:
	sla	c
	rl	d
00153$:
	djnz	00152$
	ld	a,(#_vehicles + 0)
	ld	l, #0x00
	and	a, c
	ld	c, a
	ld	a, l
	and	a, d
	or	a,c
	jr	Z,00104$
;src/game.c:223: entities[MAX_ENTITIES - 1].x = 66;
	ld	hl, #(_entities + 0x004d)
	ld	(hl), #0x42
;src/game.c:224: entities[MAX_ENTITIES - 1].movX = -1;
	ld	hl, #(_entities + 0x004f)
	ld	(hl), #0xff
00104$:
;src/game.c:228: entities[MAX_ENTITIES - 1].height = 12;
	ld	bc, #_entities + 83
;src/game.c:229: entities[MAX_ENTITIES - 1].width = 5;
;src/game.c:230: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_bike[0]; 
;src/game.c:231: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_bike[0]; 
;src/game.c:232: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_bike[0]; 
;src/game.c:226: if (i == 0) {
	ld	a, e
	or	a, a
	jr	NZ,00106$
;src/game.c:227: entities[MAX_ENTITIES - 1].id = 250;
	ld	hl, #(_entities + 0x004c)
	ld	(hl), #0xfa
;src/game.c:228: entities[MAX_ENTITIES - 1].height = 12;
	ld	a, #0x0c
	ld	(bc), a
;src/game.c:229: entities[MAX_ENTITIES - 1].width = 5;
	ld	hl, #(_entities + 0x0054)
	ld	(hl), #0x05
;src/game.c:230: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_bike[0]; 
	ld	hl, #_G_bike
	ld	((_entities + 0x0059)), hl
;src/game.c:231: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_bike[0]; 
	ld	((_entities + 0x005b)), hl
;src/game.c:232: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_bike[0]; 
	ld	((_entities + 0x005d)), hl
00106$:
;src/game.c:234: if (i == 1) {
	ld	a, e
	dec	a
	jr	NZ,00110$
;src/game.c:235: entities[MAX_ENTITIES - 1].id = 251;
	ld	hl, #(_entities + 0x004c)
	ld	(hl), #0xfb
;src/game.c:236: entities[MAX_ENTITIES - 1].height = 8;
	ld	a, #0x08
	ld	(bc), a
;src/game.c:237: entities[MAX_ENTITIES - 1].width = 5;
	ld	hl, #(_entities + 0x0054)
	ld	(hl), #0x05
;src/game.c:238: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_car_outrun[0]; 
	ld	hl, #_G_car_outrun
	ld	((_entities + 0x0059)), hl
;src/game.c:239: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_car_outrun[0]; 
	ld	((_entities + 0x005b)), hl
;src/game.c:240: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_car_outrun[0]; 
	ld	((_entities + 0x005d)), hl
;src/game.c:241: if (extra_char == 1)
	ld	a,(#_extra_char + 0)
	dec	a
	jr	NZ,00110$
;src/game.c:242: showMessage(ID_SPECIAL_MSG+24);
	push	bc
	push	de
	ld	a, #0x56
	push	af
	inc	sp
	call	_showMessage
	inc	sp
	pop	de
	pop	bc
00110$:
;src/game.c:244: if (i == 2) {
	ld	a, e
	sub	a, #0x02
	jr	NZ,00112$
;src/game.c:245: entities[MAX_ENTITIES - 1].id = 252;
	ld	hl, #(_entities + 0x004c)
	ld	(hl), #0xfc
;src/game.c:246: entities[MAX_ENTITIES - 1].height = 10;
	ld	a, #0x0a
	ld	(bc), a
;src/game.c:247: entities[MAX_ENTITIES - 1].width = 5;
	ld	hl, #(_entities + 0x0054)
	ld	(hl), #0x05
;src/game.c:248: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_hyppie_van[0]; 
	ld	hl, #_G_hyppie_van
	ld	((_entities + 0x0059)), hl
;src/game.c:249: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_hyppie_van[0]; 
	ld	((_entities + 0x005b)), hl
;src/game.c:250: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_hyppie_van[0]; 
	ld	((_entities + 0x005d)), hl
00112$:
;src/game.c:252: if (i == 3) {
	ld	a, e
	sub	a, #0x03
	jr	NZ,00114$
;src/game.c:253: entities[MAX_ENTITIES - 1].id = 253;
	ld	hl, #(_entities + 0x004c)
	ld	(hl), #0xfd
;src/game.c:254: entities[MAX_ENTITIES - 1].height = 10;
	ld	a, #0x0a
	ld	(bc), a
;src/game.c:255: entities[MAX_ENTITIES - 1].width = 5;
	ld	hl, #(_entities + 0x0054)
	ld	(hl), #0x05
;src/game.c:256: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_ambulance[0]; 
	ld	hl, #_G_ambulance
	ld	((_entities + 0x0059)), hl
;src/game.c:257: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_ambulance[0]; 
	ld	((_entities + 0x005b)), hl
;src/game.c:258: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_ambulance[0]; 
	ld	((_entities + 0x005d)), hl
00114$:
;src/game.c:260: if (i == 4) {
	ld	a, e
	sub	a, #0x04
	ret	NZ
;src/game.c:261: entities[MAX_ENTITIES - 1].id = 254;
	ld	hl, #(_entities + 0x004c)
	ld	(hl), #0xfe
;src/game.c:262: entities[MAX_ENTITIES - 1].height = 8;
	ld	a, #0x08
	ld	(bc), a
;src/game.c:263: entities[MAX_ENTITIES - 1].width = 5;
	ld	hl, #(_entities + 0x0054)
	ld	(hl), #0x05
;src/game.c:264: entities[MAX_ENTITIES - 1].sprite_f1 = (u8*) &G_policecar[0]; 
	ld	hl, #_G_policecar
	ld	((_entities + 0x0059)), hl
;src/game.c:265: entities[MAX_ENTITIES - 1].sprite_f2 = (u8*) &G_policecar[0]; 
	ld	((_entities + 0x005b)), hl
;src/game.c:266: entities[MAX_ENTITIES - 1].sprite_f3 = (u8*) &G_policecar[0]; 
	ld	((_entities + 0x005d)), hl
	ret
;src/game.c:272: void initScreen(i8 swipe) {
;	---------------------------------
; Function initScreen
; ---------------------------------
_initScreen::
	call	___sdcc_enter_ix
	push	af
	push	af
	push	af
;src/game.c:276: swiping = 1;
	ld	hl,#_swiping + 0
	ld	(hl), #0x01
;src/game.c:278: if (swipe == -1)
	ld	a, 4 (ix)
	inc	a
	jr	NZ,00440$
	ld	a,#0x01
	jr	00441$
00440$:
	xor	a,a
00441$:
	ld	-1 (ix), a
	or	a, a
	jr	Z,00102$
;src/game.c:279: swipeScreen (255, 0);
	ld	hl, #0x00ff
	push	hl
	call	_swipeScreen
	pop	af
00102$:
;src/game.c:281: if (swipe == 1)
	ld	a, 4 (ix)
	dec	a
	jr	NZ,00442$
	ld	a,#0x01
	jr	00443$
00442$:
	xor	a,a
00443$:
	ld	-2 (ix), a
	or	a, a
	jr	Z,00104$
;src/game.c:282: swipeScreen (255, 2);
	ld	hl, #0x02ff
	push	hl
	call	_swipeScreen
	pop	af
00104$:
;src/game.c:284: if (swipe == -2)
	ld	a, 4 (ix)
	sub	a, #0xfe
	jr	NZ,00444$
	ld	a,#0x01
	jr	00445$
00444$:
	xor	a,a
00445$:
	ld	-3 (ix), a
	or	a, a
	jr	Z,00106$
;src/game.c:285: swipeScreen(0,255);
	ld	hl, #0xff00
	push	hl
	call	_swipeScreen
	pop	af
00106$:
;src/game.c:287: if (swipe == 2)
	ld	a, 4 (ix)
	sub	a, #0x02
	jr	NZ,00446$
	ld	a,#0x01
	jr	00447$
00446$:
	xor	a,a
00447$:
	ld	-4 (ix), a
	or	a, a
	jr	Z,00222$
;src/game.c:288: swipeScreen(2,255);
	ld	hl, #0xff02
	push	hl
	call	_swipeScreen
	pop	af
;src/game.c:290: for (i = 1; i < MAX_ENTITIES; i++){
00222$:
	ld	c, #0x01
00212$:
;src/game.c:291: entities[i].id = 0;
	ld	b,#0x00
	ld	l, c
	ld	h, b
	add	hl, hl
	add	hl, hl
	add	hl, hl
	add	hl, bc
	add	hl, hl
	add	hl, bc
	ex	de,hl
	ld	hl, #_entities
	add	hl,de
	ex	de,hl
	xor	a, a
	ld	(de), a
;src/game.c:292: entities[i].x0 = 0;
	ld	hl, #0x0005
	add	hl, de
	ld	(hl), #0x00
;src/game.c:293: entities[i].y0 = 0;
	ld	hl, #0x0006
	add	hl, de
	ld	(hl), #0x00
;src/game.c:294: entities[i].jumping = 0;
	ld	hl, #0x000b
	add	hl, de
	ld	(hl), #0x00
;src/game.c:295: entities[i].falling = 0;
	ld	hl, #0x000a
	add	hl, de
	ld	(hl), #0x00
;src/game.c:297: entities[i].movX = 0; 
	ld	l, e
	ld	h, d
	inc	hl
	inc	hl
	inc	hl
	ld	(hl), #0x00
;src/game.c:298: entities[i].movY = 0; 
	ld	hl, #0x0004
	add	hl, de
	ld	(hl), #0x00
;src/game.c:299: entities[i].height = 16;
	ld	hl, #0x0007
	add	hl, de
	ld	(hl), #0x10
;src/game.c:300: entities[i].width = 3;
	ld	hl, #0x0008
	add	hl, de
	ld	(hl), #0x03
;src/game.c:301: entities[i].properties = 0;
	ld	hl, #0x000c
	add	hl, de
	ld	(hl), #0x00
;src/game.c:290: for (i = 1; i < MAX_ENTITIES; i++){
	inc	c
	ld	a, c
	sub	a, #0x05
	jr	C,00212$
;src/game.c:303: idle = 0;
	ld	hl,#_idle + 0
	ld	(hl), #0x00
;src/game.c:305: cpct_etm_setTileset2x4(tileset);
	ld	hl, #_tileset
	call	_cpct_etm_setTileset2x4
;src/game.c:306: map = (u8 *) home_end;
	ld	-6 (ix), #<((_home + 0x011c))
	ld	-5 (ix), #>((_home + 0x011c))
;src/game.c:312: entities[1].movX = 1;
;src/game.c:320: entities[1].x = 36;
;src/game.c:321: entities[1].y = 136;
;src/game.c:322: entities[1].data1 = 30 + (cpct_rand() % 10);
;src/game.c:323: entities[1].properties = mask_jump | mask_flip | mask_only_solids | mask_half_speed; 
;src/game.c:324: entities[1].sprite_f1 = (u8*) &bufferFrame1[0]; 
;src/game.c:325: entities[1].sprite_f2 = (u8*) &bufferFrame2[0]; 
;src/game.c:326: entities[1].sprite_f3 = (u8*) &bufferFrame1[0]; 
;src/game.c:332: entities[1].height = 4;
;src/game.c:333: entities[1].width = 4;
;src/game.c:340: entities[2].id = 243;
;src/game.c:341: entities[2].x = 8;
;src/game.c:342: entities[2].y = 68;
;src/game.c:343: entities[2].height = 8;
;src/game.c:344: entities[2].width = 4;
;src/game.c:345: entities[2].sprite_f1 = (u8*) &G_cat_f1[0]; 
;src/game.c:346: entities[2].sprite_f2 = (u8*) &G_cat_f1[0]; 
;src/game.c:347: entities[2].sprite_f3 = (u8*) &G_cat_f1[0]; 
;src/game.c:307: if (screen == 1) {
	ld	a,(#_screen + 0)
	dec	a
	jp	NZ,00120$
;src/game.c:308: map = (u8 *) park_end;
	ld	-6 (ix), #<((_park + 0x00b1))
	ld	-5 (ix), #>((_park + 0x00b1))
;src/game.c:309: if (hour >= 21) { // De noche sale el ladrón que es casi inevitable y roba el objeto que lleves
	ld	a,(#_hour + 0)
	sub	a, #0x15
	jp	C, 00113$
;src/game.c:310: cpct_memcpy (&bufferFrame1[0], &G_thief_f1[0], 96);
	ld	hl, #0x0060
	push	hl
	ld	hl, #_G_thief_f1
	push	hl
	ld	hl, #_bufferFrame1
	push	hl
	call	_cpct_memcpy
;src/game.c:311: cpct_memcpy (&bufferFrame2[0], &G_thief_f2[0], 96);
	ld	hl, #0x0060
	push	hl
	ld	hl, #_G_thief_f2
	push	hl
	ld	hl, #_bufferFrame2
	push	hl
	call	_cpct_memcpy
;src/game.c:312: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:313: if (entities[0].x < 36) { //Girar el sprite según posición de inicio del protagonista
	ld	a, (#_entities + 1)
	sub	a, #0x24
	jr	NC,00111$
;src/game.c:314: cpct_hflipSpriteMaskedM0 (3, 16, bufferFrame1);
	ld	hl, #_bufferFrame1
	push	hl
	ld	hl, #0x1003
	push	hl
	call	_cpct_hflipSpriteMaskedM0
;src/game.c:315: cpct_hflipSpriteMaskedM0 (3, 16, bufferFrame2);
	ld	hl, #_bufferFrame2
	push	hl
	ld	hl, #0x1003
	push	hl
	call	_cpct_hflipSpriteMaskedM0
;src/game.c:316: entities[1].movX = -1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0xff
00111$:
;src/game.c:319: entities[1].id = 8;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x08
;src/game.c:320: entities[1].x = 36;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x24
;src/game.c:321: entities[1].y = 136;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x88
;src/game.c:322: entities[1].data1 = 30 + (cpct_rand() % 10);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x1e
	ld	(#(_entities + 0x001c)),a
;src/game.c:323: entities[1].properties = mask_jump | mask_flip | mask_only_solids | mask_half_speed; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x0f
;src/game.c:324: entities[1].sprite_f1 = (u8*) &bufferFrame1[0]; 
	ld	hl, #_bufferFrame1
	ld	((_entities + 0x0020)), hl
;src/game.c:325: entities[1].sprite_f2 = (u8*) &bufferFrame2[0]; 
	ld	hl, #_bufferFrame2
	ld	((_entities + 0x0022)), hl
;src/game.c:326: entities[1].sprite_f3 = (u8*) &bufferFrame1[0]; 
	ld	hl, #_bufferFrame1
	ld	((_entities + 0x0024)), hl
	jr	00114$
00113$:
;src/game.c:328: entities[1].id = 2;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x02
;src/game.c:329: entities[1].x = 20;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x14
;src/game.c:330: entities[1].y = 148;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x94
;src/game.c:331: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:332: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:333: entities[1].width = 4;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x04
;src/game.c:334: entities[1].sprite_f1 = (u8*) &G_worm_f1[0]; 
	ld	hl, #_G_worm_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:335: entities[1].sprite_f2 = (u8*) &G_worm_f2[0]; 
	ld	hl, #_G_worm_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:336: entities[1].sprite_f3 = (u8*) &G_worm_f1[0]; 
	ld	hl, #_G_worm_f1
	ld	((_entities + 0x0024)), hl
00114$:
;src/game.c:339: if (activities[ID_OBJECTS_ONCE+0] == 0) { //Si ya comió el gato, no vuelve a aparecer
	ld	a, (#(_activities + 0x0024) + 0)
	or	a, a
	jr	NZ,00120$
;src/game.c:340: entities[2].id = 243;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0xf3
;src/game.c:341: entities[2].x = 8;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x08
;src/game.c:342: entities[2].y = 68;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x44
;src/game.c:343: entities[2].height = 8;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x08
;src/game.c:344: entities[2].width = 4;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x04
;src/game.c:345: entities[2].sprite_f1 = (u8*) &G_cat_f1[0]; 
	ld	hl, #_G_cat_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:346: entities[2].sprite_f2 = (u8*) &G_cat_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:347: entities[2].sprite_f3 = (u8*) &G_cat_f1[0]; 
	ld	((_entities + 0x0037)), hl
;src/game.c:349: if (object == 3) { //Si tenemos pescado, tiene animación
	ld	a,(#_object + 0)
	sub	a, #0x03
	jr	NZ,00120$
;src/game.c:350: entities[2].sprite_f2 = (u8*) &G_cat_f2[0]; 	
	ld	hl, #_G_cat_f2
	ld	((_entities + 0x0035)), hl
00120$:
;src/game.c:370: entities[2].movX = 1;
;src/game.c:372: entities[2].data1 = 20;
;src/game.c:373: entities[2].properties = mask_only_solids; 
;src/game.c:355: if (screen == 2) {
	ld	a,(#_screen + 0)
	sub	a, #0x02
	jr	NZ,00122$
;src/game.c:356: map = (u8 *) mall_end;
	ld	-6 (ix), #<((_mall + 0x00f9))
	ld	-5 (ix), #>((_mall + 0x00f9))
;src/game.c:357: entities[1].id = 3;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x03
;src/game.c:358: entities[1].x = 33;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x21
;src/game.c:359: entities[1].y = 88;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x58
;src/game.c:360: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:361: entities[1].data1 = 20;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x14
;src/game.c:362: entities[1].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x04
;src/game.c:363: entities[1].sprite_f1 = (u8*) &G_fly_f1[0]; 
	ld	hl, #_G_fly_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:364: entities[1].sprite_f2 = (u8*) &G_fly_f2[0]; 
	ld	hl, #_G_fly_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:365: entities[1].sprite_f3 = (u8*) &G_fly_f1[0]; 
	ld	hl, #_G_fly_f1
	ld	((_entities + 0x0024)), hl
;src/game.c:367: entities[2].id = 3;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x03
;src/game.c:368: entities[2].x = 4;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x04
;src/game.c:369: entities[2].y = 28;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x1c
;src/game.c:370: entities[2].movX = 1;
	ld	hl, #(_entities + 0x0029)
	ld	(hl), #0x01
;src/game.c:371: entities[2].height = 4;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x04
;src/game.c:372: entities[2].data1 = 20;
	ld	hl, #(_entities + 0x002f)
	ld	(hl), #0x14
;src/game.c:373: entities[2].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x0032)
	ld	(hl), #0x04
;src/game.c:374: entities[2].sprite_f1 = (u8*) &G_fly_f1[0]; 
	ld	hl, #_G_fly_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:375: entities[2].sprite_f2 = (u8*) &G_fly_f2[0]; 
	ld	hl, #_G_fly_f2
	ld	((_entities + 0x0035)), hl
;src/game.c:376: entities[2].sprite_f3 = (u8*) &G_fly_f1[0]; 
	ld	hl, #_G_fly_f1
	ld	((_entities + 0x0037)), hl
00122$:
;src/game.c:379: if (screen == 3) {
	ld	a,(#_screen + 0)
	sub	a, #0x03
	jr	NZ,00124$
;src/game.c:380: map = (u8 *) beach_end;
	ld	-6 (ix), #<((_beach + 0x0076))
	ld	-5 (ix), #>((_beach + 0x0076))
;src/game.c:382: entities[1].id = 9;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x09
;src/game.c:383: entities[1].x = 32;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x20
;src/game.c:384: entities[1].y = 140;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x8c
;src/game.c:385: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:386: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:387: entities[1].width = 2;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x02
;src/game.c:388: entities[1].sprite_f1 = (u8*) &G_shark_f1[0]; 
	ld	hl, #_G_shark_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:389: entities[1].sprite_f2 = (u8*) &G_shark_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:390: entities[1].sprite_f3 = (u8*) &G_shark_f1[0]; 
	ld	((_entities + 0x0024)), hl
00124$:
;src/game.c:393: if (screen == 4) {
	ld	a,(#_screen + 0)
	sub	a, #0x04
	jr	NZ,00126$
;src/game.c:394: map = (u8 *) street_end;
	ld	-6 (ix), #<((_street + 0x009d))
	ld	-5 (ix), #>((_street + 0x009d))
;src/game.c:396: entities[1].id = 6;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x06
;src/game.c:397: entities[1].x = 36;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x24
;src/game.c:398: entities[1].y = 140;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x8c
;src/game.c:399: entities[1].height = 12;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x0c
;src/game.c:400: entities[1].data1 = 20 + (cpct_rand() % 10);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x14
	ld	(#(_entities + 0x001c)),a
;src/game.c:401: entities[1].sprite_f1 = (u8*) &G_granny_f1[0]; 
	ld	hl, #_G_granny_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:402: entities[1].sprite_f2 = (u8*) &G_granny_f2[0]; 
	ld	hl, #_G_granny_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:403: entities[1].sprite_f3 = (u8*) &G_granny_f1[0]; 	
	ld	hl, #_G_granny_f1
	ld	((_entities + 0x0024)), hl
00126$:
;src/game.c:406: if (screen == 5) {
	ld	a,(#_screen + 0)
	sub	a, #0x05
	jr	NZ,00128$
;src/game.c:407: map = (u8 *) office_end;
	ld	-6 (ix), #<((_office + 0x011d))
	ld	-5 (ix), #>((_office + 0x011d))
;src/game.c:408: entities[1].id = 5;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x05
;src/game.c:409: entities[1].x = 50;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x32
;src/game.c:410: entities[1].y = 88;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x58
;src/game.c:411: entities[1].movX = -1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0xff
;src/game.c:412: entities[1].data1 = 60;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x3c
;src/game.c:413: entities[1].properties = mask_jump |  mask_half_speed; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x0a
;src/game.c:414: entities[1].sprite_f1 = (u8*) &G_boss_f1[0]; 
	ld	hl, #_G_boss_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:415: entities[1].sprite_f2 = (u8*) &G_boss_f2[0]; 
	ld	hl, #_G_boss_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:416: entities[1].sprite_f3 = (u8*) &G_boss_f3[0]; 
	ld	hl, #_G_boss_f3
	ld	((_entities + 0x0024)), hl
00128$:
;src/game.c:419: if (screen == 6) {
	ld	a,(#_screen + 0)
	sub	a, #0x06
	jr	NZ,00130$
;src/game.c:420: map = (u8 *) office2_end;
	ld	-6 (ix), #<((_office2 + 0x011b))
	ld	-5 (ix), #>((_office2 + 0x011b))
;src/game.c:421: entities[1].id = 5;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x05
;src/game.c:422: entities[1].x = 20;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x14
;src/game.c:423: entities[1].y = 136;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x88
;src/game.c:424: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:425: entities[1].data1 = 60;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x3c
;src/game.c:426: entities[1].properties = mask_jump | mask_only_solids | mask_half_speed; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x0e
;src/game.c:427: entities[1].sprite_f1 = (u8*) &G_boss_f1[0]; 
	ld	hl, #_G_boss_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:428: entities[1].sprite_f2 = (u8*) &G_boss_f2[0]; 
	ld	hl, #_G_boss_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:429: entities[1].sprite_f3 = (u8*) &G_boss_f3[0];
	ld	hl, #_G_boss_f3
	ld	((_entities + 0x0024)), hl
;src/game.c:431: entities[2].id = 1;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x01
;src/game.c:432: entities[2].x = 38;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x26
;src/game.c:433: entities[2].y = 40;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x28
;src/game.c:434: entities[2].data1 = 60;
	ld	hl, #(_entities + 0x002f)
	ld	(hl), #0x3c
;src/game.c:435: entities[2].sprite_f1 = (u8*) &G_guard_f1[0]; 
	ld	hl, #_G_guard_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:436: entities[2].sprite_f2 = (u8*) &G_guard_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:437: entities[2].sprite_f3 = (u8*) &G_guard_f1[0];
	ld	((_entities + 0x0037)), hl
00130$:
;src/game.c:440: if (screen == 7) {
	ld	a,(#_screen + 0)
	sub	a, #0x07
	jr	NZ,00132$
;src/game.c:441: map = (u8 *) mountain_end;
	ld	-6 (ix), #<((_mountain + 0x0119))
	ld	-5 (ix), #>((_mountain + 0x0119))
;src/game.c:443: entities[1].id = 4;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x04
;src/game.c:444: entities[1].x = 10;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x0a
;src/game.c:445: entities[1].y = 60;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x3c
;src/game.c:446: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:447: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:448: entities[1].width = 4;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x04
;src/game.c:449: entities[1].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x04
;src/game.c:450: entities[1].sprite_f1 = (u8*) &G_bird_f1[0]; 
	ld	hl, #_G_bird_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:451: entities[1].sprite_f2 = (u8*) &G_bird_f2[0]; 
	ld	hl, #_G_bird_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:452: entities[1].sprite_f3 = (u8*) &G_bird_f1[0]; 
	ld	hl, #_G_bird_f1
	ld	((_entities + 0x0024)), hl
00132$:
;src/game.c:455: if (screen == 8) {
	ld	a,(#_screen + 0)
	sub	a, #0x08
	jr	NZ,00134$
;src/game.c:456: map = (u8 *) castle_end;
	ld	-6 (ix), #<((_castle + 0x0102))
	ld	-5 (ix), #>((_castle + 0x0102))
;src/game.c:458: entities[1].id = 7;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x07
;src/game.c:459: entities[1].x = 20;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x14
;src/game.c:460: entities[1].y = 48;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x30
;src/game.c:461: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:462: entities[1].width = 4;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x04
;src/game.c:463: entities[1].properties =  mask_only_solids; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x04
;src/game.c:464: entities[1].sprite_f1 = (u8*) &G_ghost_f1[0]; 
	ld	hl, #_G_ghost_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:465: entities[1].sprite_f2 = (u8*) &G_ghost_f2[0]; 
	ld	hl, #_G_ghost_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:466: entities[1].sprite_f3 = (u8*) &G_ghost_f1[0]; 
	ld	hl, #_G_ghost_f1
	ld	((_entities + 0x0024)), hl
;src/game.c:468: entities[2].id = 7;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x07
;src/game.c:469: entities[2].x = 32;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x20
;src/game.c:470: entities[2].y = 120;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x78
;src/game.c:471: entities[2].movY = 1;
	ld	hl, #(_entities + 0x002a)
	ld	(hl), #0x01
;src/game.c:472: entities[2].width = 4;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x04
;src/game.c:473: entities[2].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x0032)
	ld	(hl), #0x04
;src/game.c:474: entities[2].sprite_f1 = (u8*) &G_ghost_f1[0]; 
	ld	hl, #_G_ghost_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:475: entities[2].sprite_f2 = (u8*) &G_ghost_f2[0]; 
	ld	hl, #_G_ghost_f2
	ld	((_entities + 0x0035)), hl
;src/game.c:476: entities[2].sprite_f3 = (u8*) &G_ghost_f1[0]; 
	ld	hl, #_G_ghost_f1
	ld	((_entities + 0x0037)), hl
00134$:
;src/game.c:479: if (screen == 9) {
	ld	a,(#_screen + 0)
	sub	a, #0x09
	jr	NZ,00136$
;src/game.c:480: map = (u8 *) empty_end;
	ld	-6 (ix), #<((_empty + 0x00a1))
	ld	-5 (ix), #>((_empty + 0x00a1))
;src/game.c:482: entities[1].id = 2;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x02
;src/game.c:483: entities[1].x = 20;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x14
;src/game.c:484: entities[1].y = 144;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x90
;src/game.c:485: entities[1].height = 8;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x08
;src/game.c:486: entities[1].sprite_f1 = (u8*) &G_dog_f2[0]; 
	ld	hl, #_G_dog_f2
	ld	((_entities + 0x0020)), hl
;src/game.c:487: entities[1].sprite_f2 = (u8*) &G_dog_f1[0]; 
	ld	hl, #_G_dog_f1
	ld	((_entities + 0x0022)), hl
;src/game.c:488: entities[1].sprite_f3 = (u8*) &G_dog_f3[0]; 
	ld	hl, #_G_dog_f3
	ld	((_entities + 0x0024)), hl
;src/game.c:490: entities[2].id = 2;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x02
;src/game.c:491: entities[2].x = 46;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x2e
;src/game.c:492: entities[2].y = 144;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x90
;src/game.c:493: entities[2].height = 8;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x08
;src/game.c:494: entities[2].sprite_f1 = (u8*) &G_dog_f3[0]; 
	ld	hl, #_G_dog_f3
	ld	((_entities + 0x0033)), hl
;src/game.c:495: entities[2].sprite_f2 = (u8*) &G_dog_f1[0]; 
	ld	hl, #_G_dog_f1
	ld	((_entities + 0x0035)), hl
;src/game.c:496: entities[2].sprite_f3 = (u8*) &G_dog_f2[0]; 
	ld	hl, #_G_dog_f2
	ld	((_entities + 0x0037)), hl
00136$:
;src/game.c:499: if (screen == 10) {
	ld	a,(#_screen + 0)
	sub	a, #0x0a
	jp	NZ,00141$
;src/game.c:500: map = (u8 *) market_end;
	ld	-6 (ix), #<((_market + 0x00af))
	ld	-5 (ix), #>((_market + 0x00af))
;src/game.c:502: entities[1].id = 4;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x04
;src/game.c:503: entities[1].x = 10;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x0a
;src/game.c:504: entities[1].y = 72;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x48
;src/game.c:505: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:506: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:507: entities[1].width = 4;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x04
;src/game.c:508: entities[1].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x04
;src/game.c:509: entities[1].sprite_f1 = (u8*) &G_bird_f1[0]; 
	ld	hl, #_G_bird_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:510: entities[1].sprite_f2 = (u8*) &G_bird_f2[0]; 
	ld	hl, #_G_bird_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:511: entities[1].sprite_f3 = (u8*) &G_bird_f1[0]; 
	ld	hl, #_G_bird_f1
	ld	((_entities + 0x0024)), hl
;src/game.c:513: if (hour < 19) {
	ld	a,(#_hour + 0)
	sub	a, #0x13
	jr	NC,00138$
;src/game.c:514: entities[2].id = 245;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0xf5
;src/game.c:515: entities[2].x = 49;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x31
;src/game.c:516: entities[2].y = 132;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x84
;src/game.c:517: entities[2].height = 12;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x0c
;src/game.c:518: entities[2].width = 11;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x0b
;src/game.c:519: entities[2].sprite_f1 = (u8*) &G_closed_f1[0]; 
	ld	hl, #_G_closed_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:520: entities[2].sprite_f2 = (u8*) &G_closed_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:521: entities[2].sprite_f3 = (u8*) &G_closed_f1[0];
	ld	((_entities + 0x0037)), hl
	jr	00141$
00138$:
;src/game.c:523: entities[2].id = 245;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0xf5
;src/game.c:524: entities[2].x = 50;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x32
;src/game.c:525: entities[2].y = 132;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x84
;src/game.c:526: entities[2].height = 12;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x0c
;src/game.c:527: entities[2].width = 2;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x02
;src/game.c:528: entities[2].sprite_f1 = (u8*) &G_wine_f1[0]; 
	ld	hl, #_G_wine_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:529: entities[2].sprite_f2 = (u8*) &G_wine_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:530: entities[2].sprite_f3 = (u8*) &G_wine_f1[0];
	ld	((_entities + 0x0037)), hl
00141$:
;src/game.c:557: entities[3].id = 10;
;src/game.c:558: entities[3].x = 52;
;src/game.c:559: entities[3].y = 144;
;src/game.c:560: entities[3].width = 2;
;src/game.c:561: entities[3].height = 8;
;src/game.c:563: entities[3].sprite_f1 = (u8*) &G_fire_f1[0]; 
;src/game.c:564: entities[3].sprite_f2 = (u8*) &G_fire_f1[0]; 
;src/game.c:565: entities[3].sprite_f3 = (u8*) &G_fire_f1[0]; 
;src/game.c:534: if (screen == 11) {
	ld	a,(#_screen + 0)
	sub	a, #0x0b
	jp	NZ,00143$
;src/game.c:535: map = (u8 *) camping_end;
	ld	-6 (ix), #<((_camping + 0x00fb))
	ld	-5 (ix), #>((_camping + 0x00fb))
;src/game.c:537: entities[1].id = 10;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x0a
;src/game.c:538: entities[1].x = 16;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x10
;src/game.c:539: entities[1].y = 144;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x90
;src/game.c:540: entities[1].width = 2;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x02
;src/game.c:541: entities[1].height = 8;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x08
;src/game.c:542: entities[1].data1 = 10 + (cpct_rand() % 10);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x0a
	ld	(#(_entities + 0x001c)),a
;src/game.c:543: entities[1].sprite_f1 = (u8*) &G_fire_f1[0]; 
	ld	hl, #_G_fire_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:544: entities[1].sprite_f2 = (u8*) &G_fire_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:545: entities[1].sprite_f3 = (u8*) &G_fire_f1[0]; 
	ld	((_entities + 0x0024)), hl
;src/game.c:547: entities[2].id = 10;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x0a
;src/game.c:548: entities[2].x = 34;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x22
;src/game.c:549: entities[2].y = 136;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x88
;src/game.c:550: entities[2].width = 2;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x02
;src/game.c:551: entities[2].height = 16;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x10
;src/game.c:552: entities[2].data1 = 10 + (cpct_rand() % 10);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x0a
	ld	(#(_entities + 0x002f)),a
;src/game.c:553: entities[2].sprite_f1 = (u8*) &G_fire_f2[0]; 
	ld	hl, #_G_fire_f2
	ld	((_entities + 0x0033)), hl
;src/game.c:554: entities[2].sprite_f2 = (u8*) &G_fire_f2[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:555: entities[2].sprite_f3 = (u8*) &G_fire_f2[0]; 
	ld	((_entities + 0x0037)), hl
;src/game.c:557: entities[3].id = 10;
	ld	hl, #(_entities + 0x0039)
	ld	(hl), #0x0a
;src/game.c:558: entities[3].x = 52;
	ld	hl, #(_entities + 0x003a)
	ld	(hl), #0x34
;src/game.c:559: entities[3].y = 144;
	ld	hl, #(_entities + 0x003b)
	ld	(hl), #0x90
;src/game.c:560: entities[3].width = 2;
	ld	hl, #(_entities + 0x0041)
	ld	(hl), #0x02
;src/game.c:561: entities[3].height = 8;
	ld	hl, #(_entities + 0x0040)
	ld	(hl), #0x08
;src/game.c:562: entities[3].data1 = 10 + (cpct_rand() % 10);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x0a
	ld	(#(_entities + 0x0042)),a
;src/game.c:563: entities[3].sprite_f1 = (u8*) &G_fire_f1[0]; 
	ld	hl, #_G_fire_f1
	ld	((_entities + 0x0046)), hl
;src/game.c:564: entities[3].sprite_f2 = (u8*) &G_fire_f1[0]; 
	ld	((_entities + 0x0048)), hl
;src/game.c:565: entities[3].sprite_f3 = (u8*) &G_fire_f1[0]; 
	ld	((_entities + 0x004a)), hl
00143$:
;src/game.c:568: if (screen == 12) {
	ld	a,(#_screen + 0)
	sub	a, #0x0c
	jr	NZ,00149$
;src/game.c:569: map = (u8 *) cavern1_end;
	ld	-6 (ix), #<((_cavern1 + 0x00e8))
	ld	-5 (ix), #>((_cavern1 + 0x00e8))
;src/game.c:571: if (!dropsCollected && (day == 3 || day == 5)) {
	ld	a,(#_dropsCollected + 0)
	or	a, a
	jr	NZ,00149$
	ld	iy, #_day
	ld	a, 0 (iy)
	sub	a, #0x03
	jr	Z,00144$
	ld	a, 0 (iy)
	sub	a, #0x05
	jr	NZ,00149$
00144$:
;src/game.c:572: entities[1].id = 11;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x0b
;src/game.c:573: entities[1].width = 2;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x02
;src/game.c:574: entities[1].height = 8;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x08
;src/game.c:575: entities[1].data1 = 1;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x01
;src/game.c:576: entities[1].sprite_f1 = (u8*) &G_drop_f1[0]; 
	ld	hl, #_G_drop_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:577: entities[1].sprite_f2 = (u8*) &G_drop_f2[0]; 
	ld	hl, #_G_drop_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:578: entities[1].sprite_f3 = (u8*) &G_drop_f1[0];
	ld	hl, #_G_drop_f1
	ld	((_entities + 0x0024)), hl
;src/game.c:580: showMessage(ID_SPECIAL_MSG+11);
	ld	a, #0x49
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00149$:
;src/game.c:584: if (screen == 13) {
	ld	a,(#_screen + 0)
	sub	a, #0x0d
	jr	NZ,00151$
;src/game.c:585: map = (u8 *) cavern2_end;
	ld	-6 (ix), #<((_cavern2 + 0x00db))
	ld	-5 (ix), #>((_cavern2 + 0x00db))
00151$:
;src/game.c:588: if (screen == 14) {
	ld	a,(#_screen + 0)
	sub	a, #0x0e
	jr	NZ,00153$
;src/game.c:589: map = (u8 *) golf_end;
	ld	-6 (ix), #<((_golf + 0x0070))
	ld	-5 (ix), #>((_golf + 0x0070))
;src/game.c:591: entities[1].id = 244;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0xf4
;src/game.c:592: entities[1].x = 45;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x2d
;src/game.c:593: entities[1].y = 136;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x88
;src/game.c:594: entities[1].width = 1;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x01
;src/game.c:595: entities[1].height = 4;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x04
;src/game.c:596: entities[1].sprite_f1 = (u8*) &G_golf_f1[0]; 
	ld	hl, #_G_golf_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:597: entities[1].sprite_f2 = (u8*) &G_golf_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:598: entities[1].sprite_f3 = (u8*) &G_golf_f1[0];
	ld	((_entities + 0x0024)), hl
00153$:
;src/game.c:601: if (screen == 15) {
	ld	a,(#_screen + 0)
	sub	a, #0x0f
	jr	NZ,00158$
;src/game.c:602: if (hour != 19)
	ld	a,(#_hour + 0)
	sub	a, #0x13
	jr	Z,00155$
;src/game.c:603: map = (u8 *) train_empty_end;
	ld	-6 (ix), #<((_train_empty + 0x0071))
	ld	-5 (ix), #>((_train_empty + 0x0071))
	jr	00156$
00155$:
;src/game.c:605: map = (u8 *) train_end;
	ld	-6 (ix), #<((_train + 0x00ba))
	ld	-5 (ix), #>((_train + 0x00ba))
00156$:
;src/game.c:607: entities[1].id = 12;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x0c
;src/game.c:608: entities[1].x = 13;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x0d
;src/game.c:609: entities[1].y = 128;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x80
;src/game.c:610: entities[1].height = 12;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x0c
;src/game.c:611: entities[1].sprite_f1 = (u8*) &G_homeless_f1[0]; 
	ld	hl, #_G_homeless_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:612: entities[1].sprite_f2 = (u8*) &G_homeless_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:613: entities[1].sprite_f3 = (u8*) &G_homeless_f1[0];
	ld	((_entities + 0x0024)), hl
00158$:
;src/game.c:616: if (screen == 16) {
	ld	a,(#_screen + 0)
	sub	a, #0x10
	jr	NZ,00162$
;src/game.c:617: map = (u8 *) hospital_end;
	ld	-6 (ix), #<((_hospital + 0x00a7))
	ld	-5 (ix), #>((_hospital + 0x00a7))
;src/game.c:619: if (activities[ID_OBJECTS_ONCE+4] == 0) {
	ld	a, (#(_activities + 0x0028) + 0)
	or	a, a
	jr	NZ,00162$
;src/game.c:620: entities[1].id = 241;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0xf1
;src/game.c:621: entities[1].x = 10;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x0a
;src/game.c:622: entities[1].y = 0;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x00
;src/game.c:623: entities[1].width = 4;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x04
;src/game.c:624: entities[1].height = 12;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x0c
;src/game.c:625: entities[1].sprite_f1 = (u8*) &G_suicide_f1[0]; 
	ld	hl, #_G_suicide_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:626: entities[1].sprite_f2 = (u8*) &G_suicide_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:627: entities[1].sprite_f3 = (u8*) &G_suicide_f1[0];
	ld	((_entities + 0x0024)), hl
00162$:
;src/game.c:631: if (screen == 17) {
	ld	a,(#_screen + 0)
	sub	a, #0x11
	jr	NZ,00166$
;src/game.c:632: map = (u8 *) fountain_end;
	ld	-6 (ix), #<((_fountain + 0x00c4))
	ld	-5 (ix), #>((_fountain + 0x00c4))
;src/game.c:634: if (hour < 16) {
	ld	a,(#_hour + 0)
	sub	a, #0x10
	jr	NC,00166$
;src/game.c:635: entities[1].id = 13;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x0d
;src/game.c:636: entities[1].x = 56;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x38
;src/game.c:637: entities[1].y = 144;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x90
;src/game.c:638: entities[1].width = 2;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x02
;src/game.c:639: entities[1].height = 8;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x08
;src/game.c:640: entities[1].sprite_f1 = (u8*) &G_bee_f1[0]; 
	ld	hl, #_G_bee_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:641: entities[1].sprite_f2 = (u8*) &G_bee_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:642: entities[1].sprite_f3 = (u8*) &G_bee_f1[0];
	ld	((_entities + 0x0024)), hl
00166$:
;src/game.c:646: if (screen == 18) {
	ld	a,(#_screen + 0)
	sub	a, #0x12
	jr	NZ,00173$
;src/game.c:647: map = (u8 *) basket_end;
	ld	-6 (ix), #<((_basket + 0x0086))
	ld	-5 (ix), #>((_basket + 0x0086))
;src/game.c:649: if (activities[17] == 0) {
	ld	a, (#_activities + 17)
	or	a, a
	jr	NZ,00168$
;src/game.c:650: entities[1].id = 12;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0x0c
;src/game.c:651: entities[1].x = 48;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x30
;src/game.c:652: entities[1].y = 144;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x90
;src/game.c:653: entities[1].width = 2;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x02
;src/game.c:654: entities[1].height = 8;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x08
;src/game.c:655: entities[1].sprite_f1 = (u8*) &G_ball_f1[0]; 
	ld	hl, #_G_ball_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:656: entities[1].sprite_f2 = (u8*) &G_ball_f1[0]; 
	ld	((_entities + 0x0022)), hl
;src/game.c:657: entities[1].sprite_f3 = (u8*) &G_ball_f1[0];
	ld	((_entities + 0x0024)), hl
00168$:
;src/game.c:661: if (day > 3 && activities[3] == 0) {
	ld	a, #0x03
	ld	iy, #_day
	sub	a, 0 (iy)
	jr	NC,00173$
	ld	a, (#_activities + 3)
	or	a, a
	jr	NZ,00173$
;src/game.c:662: entities[2].id = 12;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0x0c
;src/game.c:663: entities[2].x = 8;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x08
;src/game.c:664: entities[2].y = 148;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x94
;src/game.c:665: entities[2].width = 5;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x05
;src/game.c:666: entities[2].height = 4;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x04
;src/game.c:667: entities[2].sprite_f1 = (u8*) &G_garbage_f1[0]; 
	ld	hl, #_G_garbage_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:668: entities[2].sprite_f2 = (u8*) &G_garbage_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:669: entities[2].sprite_f3 = (u8*) &G_garbage_f1[0];
	ld	((_entities + 0x0037)), hl
00173$:
;src/game.c:674: if (screen == 19) {
	ld	a,(#_screen + 0)
	sub	a, #0x13
	jr	NZ,00177$
;src/game.c:675: map = (u8 *) cottage_end;
	ld	-6 (ix), #<((_cottage + 0x0093))
	ld	-5 (ix), #>((_cottage + 0x0093))
;src/game.c:677: if (activities[19] == 0) {
	ld	a, (#(_activities + 0x0013) + 0)
	or	a, a
	jr	NZ,00175$
;src/game.c:678: hose = 0;
	ld	hl,#_hose + 0
	ld	(hl), #0x00
;src/game.c:679: entities[1].id = 242;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0xf2
;src/game.c:680: entities[1].height = 12;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x0c
;src/game.c:681: entities[1].data1 = 1;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x01
;src/game.c:682: entities[1].sprite_f1 = (u8*) &G_spider_f1[0]; 
	ld	hl, #_G_spider_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:683: entities[1].sprite_f2 = (u8*) &G_spider_f2[0]; 
	ld	hl, #_G_spider_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:684: entities[1].sprite_f3 = (u8*) &G_spider_f1[0];
	ld	hl, #_G_spider_f1
	ld	((_entities + 0x0024)), hl
00175$:
;src/game.c:687: entities[2].id = 244;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0xf4
;src/game.c:688: entities[2].x = 25;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x19
;src/game.c:689: entities[2].y = 140;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x8c
;src/game.c:690: entities[2].height = 12;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x0c
;src/game.c:691: entities[2].width = 4;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x04
;src/game.c:692: entities[2].sprite_f1 = (u8*) &G_dog2_f1[0]; 
	ld	hl, #_G_dog2_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:693: entities[2].sprite_f2 = (u8*) &G_dog2_f1[0]; 
	ld	((_entities + 0x0035)), hl
;src/game.c:694: entities[2].sprite_f3 = (u8*) &G_dog2_f1[0];
	ld	((_entities + 0x0037)), hl
00177$:
;src/game.c:697: if (screen == 20) {
	ld	a,(#_screen + 0)
	sub	a, #0x14
	jr	NZ,00182$
;src/game.c:698: map = (u8 *) harbour_end;
	ld	-6 (ix), #<((_harbour + 0x00b1))
	ld	-5 (ix), #>((_harbour + 0x00b1))
;src/game.c:699: if (hour < 16) 
	ld	a,(#_hour + 0)
	sub	a, #0x10
	jr	NC,00179$
;src/game.c:700: showMessage(ID_SPECIAL_MSG+17);
	ld	a, #0x4f
	push	af
	inc	sp
	call	_showMessage
	inc	sp
	jr	00182$
00179$:
;src/game.c:702: showMessage(ID_SPECIAL_MSG+23);
	ld	a, #0x55
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00182$:
;src/game.c:705: if (screen == 21) {
	ld	a,(#_screen + 0)
	sub	a, #0x15
	jp	NZ,00184$
;src/game.c:706: map = (u8 *) well_end;
	ld	-6 (ix), #<((_well + 0x00b4))
	ld	-5 (ix), #>((_well + 0x00b4))
;src/game.c:708: entities[1].id = 240;
	ld	hl, #(_entities + 0x0013)
	ld	(hl), #0xf0
;src/game.c:709: entities[1].x = 5;
	ld	hl, #(_entities + 0x0014)
	ld	(hl), #0x05
;src/game.c:710: entities[1].y = 44;
	ld	hl, #(_entities + 0x0015)
	ld	(hl), #0x2c
;src/game.c:711: entities[1].movX = 1;
	ld	hl, #(_entities + 0x0016)
	ld	(hl), #0x01
;src/game.c:712: entities[1].height = 12;
	ld	hl, #(_entities + 0x001a)
	ld	(hl), #0x0c
;src/game.c:713: entities[1].width = 6;
	ld	hl, #(_entities + 0x001b)
	ld	(hl), #0x06
;src/game.c:714: entities[1].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x001f)
	ld	(hl), #0x04
;src/game.c:715: entities[1].sprite_f1 = (u8*) &G_space_f1[0]; 
	ld	hl, #_G_space_f1
	ld	((_entities + 0x0020)), hl
;src/game.c:716: entities[1].sprite_f2 = (u8*) &G_space_f2[0]; 
	ld	hl, #_G_space_f2
	ld	((_entities + 0x0022)), hl
;src/game.c:717: entities[1].sprite_f3 = (u8*) &G_space_f1[0]; 
	ld	hl, #_G_space_f1
	ld	((_entities + 0x0024)), hl
;src/game.c:719: entities[2].id = 240;
	ld	hl, #(_entities + 0x0026)
	ld	(hl), #0xf0
;src/game.c:720: entities[2].x = 11;
	ld	hl, #(_entities + 0x0027)
	ld	(hl), #0x0b
;src/game.c:721: entities[2].y = 44;
	ld	hl, #(_entities + 0x0028)
	ld	(hl), #0x2c
;src/game.c:722: entities[2].movX = 1;
	ld	hl, #(_entities + 0x0029)
	ld	(hl), #0x01
;src/game.c:723: entities[2].height = 12;
	ld	hl, #(_entities + 0x002d)
	ld	(hl), #0x0c
;src/game.c:724: entities[2].width = 6;
	ld	hl, #(_entities + 0x002e)
	ld	(hl), #0x06
;src/game.c:725: entities[2].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x0032)
	ld	(hl), #0x04
;src/game.c:726: entities[2].sprite_f1 = (u8*) &G_space2_f1[0]; 
	ld	hl, #_G_space2_f1
	ld	((_entities + 0x0033)), hl
;src/game.c:727: entities[2].sprite_f2 = (u8*) &G_space2_f2[0]; 
	ld	hl, #_G_space2_f2
	ld	((_entities + 0x0035)), hl
;src/game.c:728: entities[2].sprite_f3 = (u8*) &G_space2_f1[0]; 
	ld	hl, #_G_space2_f1
	ld	((_entities + 0x0037)), hl
;src/game.c:730: entities[3].id = 240;
	ld	hl, #(_entities + 0x0039)
	ld	(hl), #0xf0
;src/game.c:731: entities[3].x = 17;
	ld	hl, #(_entities + 0x003a)
	ld	(hl), #0x11
;src/game.c:732: entities[3].y = 44;
	ld	hl, #(_entities + 0x003b)
	ld	(hl), #0x2c
;src/game.c:733: entities[3].movX = 1;
	ld	hl, #(_entities + 0x003c)
	ld	(hl), #0x01
;src/game.c:734: entities[3].height = 12;
	ld	hl, #(_entities + 0x0040)
	ld	(hl), #0x0c
;src/game.c:735: entities[3].width = 6;
	ld	hl, #(_entities + 0x0041)
	ld	(hl), #0x06
;src/game.c:736: entities[3].properties = mask_only_solids; 
	ld	hl, #(_entities + 0x0045)
	ld	(hl), #0x04
;src/game.c:737: entities[3].sprite_f1 = (u8*) &G_space_f2[0]; 
	ld	hl, #_G_space_f2
	ld	((_entities + 0x0046)), hl
;src/game.c:738: entities[3].sprite_f2 = (u8*) &G_space_f1[0]; 
	ld	hl, #_G_space_f1
	ld	((_entities + 0x0048)), hl
;src/game.c:739: entities[3].sprite_f3 = (u8*) &G_space_f2[0]; 
	ld	hl, #_G_space_f2
	ld	((_entities + 0x004a)), hl
00184$:
;src/game.c:742: if (screen == 22) {
	ld	a,(#_screen + 0)
	sub	a, #0x16
	jr	NZ,00186$
;src/game.c:743: map = (u8 *) encounters_end;
	ld	-6 (ix), #<((_encounters + 0x00d7))
	ld	-5 (ix), #>((_encounters + 0x00d7))
00186$:
;src/game.c:747: map_bottom = (u8 *) bottom_end;
	ld	bc, #(_bottom + 0x0012)
;src/game.c:748: if (screen == 21 || screen == 12 || screen == 13)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x15
	jr	Z,00187$
	ld	a, 0 (iy)
	sub	a, #0x0c
	jr	Z,00187$
	ld	a, 0 (iy)
	sub	a, #0x0d
	jr	NZ,00188$
00187$:
;src/game.c:749: map_bottom = (u8 *) bottom2_end;
	ld	bc, #(_bottom2 + 0x000f)
00188$:
;src/game.c:750: if (screen == 11 || screen == 14)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x0b
	jr	Z,00191$
	ld	a, 0 (iy)
	sub	a, #0x0e
	jr	NZ,00192$
00191$:
;src/game.c:751: map_bottom = (u8 *) bottom3_end;
	ld	bc, #(_bottom3 + 0x000f)
00192$:
;src/game.c:753: cpct_zx7b_decrunch_s((void *) (&current_map[0] + (40*11) - 1),(void *) map_bottom);
	ld	e, c
	ld	d, b
	ld	hl, #(_current_map + 0x01b7)
	push	bc
	push	de
	push	hl
	call	_cpct_zx7b_decrunch_s
	pop	bc
;src/game.c:755: if ((u16) map_bottom == (u16) bottom_end) {
	ld	de, #(_bottom + 0x0012)
	ld	a, c
	sub	a, e
	jr	NZ,00203$
	ld	a, b
	sub	a, d
	jr	NZ,00203$
;src/game.c:756: if (screen % 4 == 0) {
	ld	a,(#_screen + 0)
	and	a, #0x03
	jr	NZ,00203$
;src/game.c:759: j=15+40;
	ld	c, #0x37
;src/game.c:760: if (screen == 4)
	ld	a,(#_screen + 0)
	sub	a, #0x04
	jr	NZ,00195$
;src/game.c:761: j=3+40;
	ld	c, #0x2b
00195$:
;src/game.c:762: if (screen == 8 || screen == 12)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x08
	jr	Z,00196$
	ld	a, 0 (iy)
	sub	a, #0x0c
	jr	NZ,00268$
00196$:
;src/game.c:763: j=27+40;
	ld	c, #0x43
;src/game.c:764: for (i = 0; i < 8; i++) {
00268$:
	ld	b, #0x00
00214$:
;src/game.c:765: current_map[j  +(i*40)] = 246;
	ld	e, c
	ld	d, #0x00
	push	de
	ld	e,b
	ld	d,#0x00
	ld	l, e
	ld	h, d
	add	hl, hl
	add	hl, hl
	add	hl, de
	add	hl, hl
	add	hl, hl
	add	hl, hl
	pop	de
	push	hl
	pop	iy
	add	iy, de
	push	bc
	ld	bc, #_current_map
	add	iy, bc
	pop	bc
	ld	0 (iy), #0xf6
;src/game.c:766: current_map[j+1+(i*40)] = 246;
	inc	de
	add	hl, de
	ld	de, #_current_map
	add	hl, de
	ld	(hl), #0xf6
;src/game.c:764: for (i = 0; i < 8; i++) {
	inc	b
	ld	a, b
	sub	a, #0x08
	jr	C,00214$
00203$:
;src/game.c:771: cpct_etm_drawTilemap2x4_f ( 40, 11 , cpctm_screenPtr (CPCT_VMEM_START, 0, 156), &current_map[0]);
	ld	hl, #_current_map
	push	hl
	ld	hl, #0xe5f0
	push	hl
	ld	hl, #0x0b28
	push	hl
	call	_cpct_etm_drawTilemap2x4_f
;src/game.c:775: cpct_zx7b_decrunch_s((void *) (&current_map[0]+ (MAP_WIDTH * MAP_HEIGHT) - 1),(void *) map);
	pop	bc
	push	bc
	ld	de, #(_current_map + 0x052d)
	push	bc
	push	de
	call	_cpct_zx7b_decrunch_s
;src/game.c:776: cpct_etm_drawTilemap2x4_f ( MAP_WIDTH, MAP_HEIGHT , (u8*) 0xC000, &current_map[0]);
	ld	hl, #_current_map
	push	hl
	ld	hl, #0xc000
	push	hl
	ld	hl, #0x2722
	push	hl
	call	_cpct_etm_drawTilemap2x4_f
;src/game.c:778: renderScoreboard();
	call	_renderScoreboard
;src/game.c:779: if (swipe == -1)
	ld	a, -1 (ix)
	or	a, a
	jr	Z,00205$
;src/game.c:780: swipeScreen (255, 1);
	ld	hl, #0x01ff
	push	hl
	call	_swipeScreen
	pop	af
00205$:
;src/game.c:782: if (swipe == 1)
	ld	a, -2 (ix)
	or	a, a
	jr	Z,00207$
;src/game.c:783: swipeScreen (255, 3);
	ld	hl, #0x03ff
	push	hl
	call	_swipeScreen
	pop	af
00207$:
;src/game.c:785: if (swipe == -2)
	ld	a, -3 (ix)
	or	a, a
	jr	Z,00209$
;src/game.c:786: swipeScreen(1,255);
	ld	hl, #0xff01
	push	hl
	call	_swipeScreen
	pop	af
00209$:
;src/game.c:788: if (swipe == 2)
	ld	a, -4 (ix)
	or	a, a
	jr	Z,00211$
;src/game.c:789: swipeScreen(3,255);
	ld	hl, #0xff03
	push	hl
	call	_swipeScreen
	pop	af
00211$:
;src/game.c:791: textPrinted = 0;	
	ld	hl,#_textPrinted + 0
	ld	(hl), #0x00
;src/game.c:792: swiping = 0;
	ld	hl,#_swiping + 0
	ld	(hl), #0x00
;src/game.c:796: setInterruptAtVSYNCStart(intHandler); 
	ld	bc, #_intHandler
	push	bc
	call	_setInterruptAtVSYNCStart
	ld	sp,ix
	pop	ix
	ret
;src/game.c:799: void keyboard(){
;	---------------------------------
; Function keyboard
; ---------------------------------
_keyboard::
	call	___sdcc_enter_ix
	dec	sp
;src/game.c:802: entities[0].movY = 0;
	ld	hl, #(_entities + 0x0004)
	ld	(hl), #0x00
;src/game.c:803: entities[0].movX = 0;
	ld	hl, #(_entities + 0x0003)
	ld	(hl), #0x00
;src/game.c:806: if (cpct_isKeyPressed(Key_H)) {
	ld	hl, #0x1005
	call	_cpct_isKeyPressed
	ld	a, l
	or	a, a
	jr	Z,00110$
;src/game.c:807: music_temp = music_playing;
	ld	a,(#_music_playing + 0)
	ld	-1 (ix), a
;src/game.c:808: pausaTecladoLibre();
	call	_pausaTecladoLibre
;src/game.c:809: music_playing = 0;
	ld	hl,#_music_playing + 0
	ld	(hl), #0x00
;src/game.c:810: cpct_akp_stop ();
	call	_cpct_akp_stop
;src/game.c:812: mydrawStringM1(txt_pause, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_pause
	push	hl
	call	_mydrawStringM1
;src/game.c:814: do {
00104$:
;src/game.c:815: if (cpct_isKeyPressed(Key_E)) {
	ld	hl, #0x0407
	call	_cpct_isKeyPressed
	ld	a, l
	or	a, a
	jr	Z,00105$
;src/game.c:816: eod = 0;
	ld	hl,#_eod + 0
	ld	(hl), #0x00
;src/game.c:817: day = 6;
	ld	hl,#_day + 0
	ld	(hl), #0x06
;src/game.c:818: energy = 0;
	ld	hl,#_energy + 0
	ld	(hl), #0x00
00105$:
;src/game.c:821: while (!cpct_isKeyPressed(Key_H) && eod) ;
	ld	hl, #0x1005
	call	_cpct_isKeyPressed
	ld	a, l
	or	a, a
	jr	NZ,00106$
	ld	a,(#_eod + 0)
	or	a, a
	jr	NZ,00104$
00106$:
;src/game.c:823: pausaTecladoLibre();
	call	_pausaTecladoLibre
;src/game.c:824: if (music_temp)
	ld	a, -1 (ix)
	or	a, a
	jr	Z,00108$
;src/game.c:825: music_playing = 1; //Reanudar música
	ld	hl,#_music_playing + 0
	ld	(hl), #0x01
00108$:
;src/game.c:827: cpct_drawSolidBox (cpctm_screenPtr (CPCT_VMEM_START, 0, 192), 0, 64, 8);
	ld	hl, #0x0840
	push	hl
	ld	hl, #0x0000
	push	hl
	ld	hl, #0xc780
	push	hl
	call	_cpct_drawSolidBox
;src/game.c:828: cpct_drawSolidBox (cpctm_screenPtr (CPCT_VMEM_START,64, 192), 0, 16, 8);
	ld	hl, #0x0810
	push	hl
	ld	hl, #0x0000
	push	hl
	ld	hl, #0xc7c0
	push	hl
	call	_cpct_drawSolidBox
;src/game.c:829: textPrinted = 0;
	ld	hl,#_textPrinted + 0
	ld	(hl), #0x00
00110$:
;src/game.c:840: if (!pressedFire())
	call	_pressedFire
	ld	a, l
	or	a, a
	jr	NZ,00112$
;src/game.c:841: note = 0;
	ld	hl,#_note + 0
	ld	(hl), #0x00
00112$:
;src/game.c:844: if (cpct_isKeyPressed(Joy0_Fire2))
	ld	hl, #0x2009
	call	_cpct_isKeyPressed
	ld	a, l
	or	a, a
	jr	Z,00114$
;src/game.c:845: using2ndbtn = 1;
	ld	hl,#_using2ndbtn + 0
	ld	(hl), #0x01
00114$:
;src/game.c:850: entities[0].sprite_f1 = spriteset + (96*5);
;src/game.c:851: entities[0].sprite_f2 = spriteset + (96*5);
;src/game.c:852: entities[0].sprite_f3 = spriteset + (96*5);
;src/game.c:849: if (last_mov == 1) {
	ld	a,(#_last_mov + 0)
	dec	a
	jr	NZ,00116$
;src/game.c:850: entities[0].sprite_f1 = spriteset + (96*5);
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	add	a, #0xe0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x000d)), bc
;src/game.c:851: entities[0].sprite_f2 = spriteset + (96*5);
	ld	a, 0 (iy)
	add	a, #0xe0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x000f)), bc
;src/game.c:852: entities[0].sprite_f3 = spriteset + (96*5);
	ld	a, 0 (iy)
	add	a, #0xe0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x0011)), bc
00116$:
;src/game.c:854: if (last_mov == -1) {
	ld	a,(#_last_mov + 0)
	inc	a
	jr	NZ,00118$
;src/game.c:855: entities[0].sprite_f1 = spriteset + (96*8);
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	add	a, #0x00
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x03
	ld	b, a
	ld	((_entities + 0x000d)), bc
;src/game.c:856: entities[0].sprite_f2 = spriteset + (96*8);
	ld	a, 0 (iy)
	add	a, #0x00
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x03
	ld	b, a
	ld	((_entities + 0x000f)), bc
;src/game.c:857: entities[0].sprite_f3 = spriteset + (96*8);
	ld	a, 0 (iy)
	add	a, #0x00
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x03
	ld	b, a
	ld	((_entities + 0x0011)), bc
00118$:
;src/game.c:861: if (!entities[0].jumping && !entities[0].falling) {
	ld	a,(#(_entities + 0x000b) + 0)
	or	a, a
	jr	NZ,00123$
	ld	a, (#(_entities + 0x000a) + 0)
	or	a, a
	jr	NZ,00123$
;src/game.c:862: if (idle >= 128) {
	ld	a,(#_idle + 0)
	sub	a, #0x80
	jr	C,00120$
;src/game.c:863: entities[0].sprite_f1 = spriteset + (96*1);
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	add	a, #0x60
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x00
	ld	b, a
	ld	((_entities + 0x000d)), bc
;src/game.c:864: entities[0].sprite_f2 = spriteset + (96*2);
	ld	a, 0 (iy)
	add	a, #0xc0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x00
	ld	b, a
	ld	((_entities + 0x000f)), bc
;src/game.c:865: entities[0].sprite_f3 = spriteset + (96*1);
	ld	a, 0 (iy)
	add	a, #0x60
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x00
	ld	b, a
	ld	((_entities + 0x0011)), bc
	jr	00123$
00120$:
;src/game.c:868: entities[0].sprite_f1 = spriteset;
	ld	hl, #(_entities + 0x000d)
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
;src/game.c:869: entities[0].sprite_f2 = spriteset;
	ld	hl, #(_entities + 0x000f)
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
;src/game.c:870: entities[0].sprite_f3 = spriteset;
	ld	hl, #(_entities + 0x0011)
	ld	a, 0 (iy)
	ld	(hl), a
	inc	hl
	ld	a, 1 (iy)
	ld	(hl), a
00123$:
;src/game.c:873: idle++;
	ld	hl, #_idle+0
	inc	(hl)
;src/game.c:874: last_mov = 0;
	ld	hl,#_last_mov + 0
	ld	(hl), #0x00
;src/game.c:876: if (pressedLeft()){
	call	_pressedLeft
;src/game.c:877: entities[0].data1++; 
	ld	bc, #_entities + 9
;src/game.c:876: if (pressedLeft()){
	ld	a, l
	or	a, a
	jr	Z,00132$
;src/game.c:877: entities[0].data1++; 
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:878: if (entities[0].data1 == 2) { //Ralentizar movimientos laterales para que no sean tan rápidos
	sub	a, #0x02
	jr	NZ,00126$
;src/game.c:879: entities[0].movX = -1;
	ld	hl, #(_entities + 0x0003)
	ld	(hl), #0xff
;src/game.c:880: entities[0].data1 = 0;
	xor	a, a
	ld	(bc), a
00126$:
;src/game.c:882: entities[0].sprite_f1 = spriteset + (96*6);
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	add	a, #0x40
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x02
	ld	b, a
	ld	((_entities + 0x000d)), bc
;src/game.c:883: entities[0].sprite_f2 = spriteset + (96*7);
	ld	a, 0 (iy)
	add	a, #0xa0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x02
	ld	b, a
	ld	((_entities + 0x000f)), bc
;src/game.c:884: entities[0].sprite_f3 = spriteset + (96*8);
	ld	a, 0 (iy)
	add	a, #0x00
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x03
	ld	b, a
	ld	((_entities + 0x0011)), bc
;src/game.c:885: last_mov = -1;
	ld	hl,#_last_mov + 0
	ld	(hl), #0xff
;src/game.c:886: idle = 0;
	ld	hl,#_idle + 0
	ld	(hl), #0x00
	jr	00133$
00132$:
;src/game.c:887: } else if (pressedRight()){
	push	bc
	call	_pressedRight
	pop	bc
	ld	a, l
	or	a, a
	jr	Z,00133$
;src/game.c:888: entities[0].data1++;
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:889: if (entities[0].data1 == 2) {
	sub	a, #0x02
	jr	NZ,00128$
;src/game.c:890: entities[0].movX = 1;
	ld	hl, #(_entities + 0x0003)
	ld	(hl), #0x01
;src/game.c:891: entities[0].data1 = 0;
	xor	a, a
	ld	(bc), a
00128$:
;src/game.c:893: entities[0].sprite_f1 = spriteset + (96*3);
	ld	iy, #_spriteset
	ld	a, 0 (iy)
	add	a, #0x20
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x000d)), bc
;src/game.c:894: entities[0].sprite_f2 = spriteset + (96*4);
	ld	a, 0 (iy)
	add	a, #0x80
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x000f)), bc
;src/game.c:895: entities[0].sprite_f3 = spriteset + (96*5);
	ld	a, 0 (iy)
	add	a, #0xe0
	ld	c, a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	b, a
	ld	((_entities + 0x0011)), bc
;src/game.c:896: last_mov = 1;
	ld	hl,#_last_mov + 0
	ld	(hl), #0x01
;src/game.c:897: idle = 0;
	ld	hl,#_idle + 0
	ld	(hl), #0x00
00133$:
;src/game.c:900: if (pressedUp() && !entities[0].jumping && !entities[0].falling)  {
	call	_pressedUp
	ld	a, l
	or	a, a
	jr	Z,00135$
	ld	a, (#(_entities + 0x000b) + 0)
	or	a, a
	jr	NZ,00135$
	ld	a, (#(_entities + 0x000a) + 0)
	or	a, a
	jr	NZ,00135$
;src/game.c:901: entities[0].jumping = 1;
	ld	hl, #(_entities + 0x000b)
	ld	(hl), #0x01
;src/game.c:902: idle = 0;
	ld	hl,#_idle + 0
	ld	(hl), #0x00
;src/game.c:903: playFX(11,59);
	ld	hl, #0x3b0b
	push	hl
	call	_playFX
	pop	af
00135$:
;src/game.c:906: if (entities[0].properties & mask_dizzy) 
	ld	a, (#_entities + 12)
	rlca
	jr	NC,00140$
;src/game.c:907: entities[0].movX = entities[0].movX * -1;
	ld	hl, #(_entities + 0x0003) + 0
	ld	c, (hl)
	xor	a, a
	sub	a, c
	ld	c, a
	ld	hl, #(_entities + 0x0003)
	ld	(hl), c
00140$:
	inc	sp
	pop	ix
	ret
;src/game.c:911: void checkActivities() {
;	---------------------------------
; Function checkActivities
; ---------------------------------
_checkActivities::
	call	___sdcc_enter_ix
	ld	hl, #-9
	add	hl, sp
	ld	sp, hl
;src/game.c:917: tile = tileCell(entities[0].x,entities[0].y);
	ld	hl, #(_entities + 0x0002) + 0
	ld	d, (hl)
	ld	hl, #(_entities + 0x0001) + 0
	ld	e, (hl)
	push	de
	call	_tileCell
	pop	af
	ld	c, l
	ld	b, h
;src/game.c:922: possibleActivity = 255;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0xff
;src/game.c:923: new_object = 0;
	ld	-9 (ix), #0x00
;src/game.c:926: if (object == 1 && tile == 1166 && carScreen == screen) //Arrancar coche
	ld	a, c
	sub	a, #0x8e
	jr	NZ,01166$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01166$
	ld	a,#0x01
	jr	01167$
01166$:
	xor	a,a
01167$:
	ld	e, a
	ld	a,(#_carScreen + 0)
	ld	iy, #_screen
	sub	a, 0 (iy)
	jr	NZ,01168$
	ld	a,#0x01
	jr	01169$
01168$:
	xor	a,a
01169$:
	ld	d, a
	ld	a,(#_object + 0)
	dec	a
	jr	NZ,00102$
	ld	a, e
	or	a, a
	jr	Z,00102$
	ld	a, d
	or	a, a
	jr	Z,00102$
;src/game.c:927: possibleActivity = ID_DIARY+0;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2d
00102$:
;src/game.c:929: if (object == 9 && tile == 1166 && carScreen == screen) //Lavar coche
	ld	a,(#_object + 0)
	sub	a,#0x09
	jr	NZ,00106$
	or	a,e
	jr	Z,00106$
	ld	a, d
	or	a, a
	jr	Z,00106$
;src/game.c:930: possibleActivity = ID_OBJECTS_ONCE+7;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2b
00106$:
;src/game.c:933: if (tile == 1176 && hour < 9)  //(40,136) Tomar un café entre 7..9
	ld	a, c
	sub	a, #0x98
	jr	NZ,01174$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01174$
	ld	a,#0x01
	jr	01175$
01174$:
	xor	a,a
01175$:
	ld	-1 (ix), a
	ld	iy, #_hour
	ld	a, 0 (iy)
	sub	a, #0x09
	ld	a, #0x00
	rla
	ld	-2 (ix), a
;src/game.c:935: if (tile >= 770 && tile <= 772 && hour >= 21) //(48,88) Ver TV  
	ld	a, #0x04
	cp	a, c
	ld	a, #0x03
	sbc	a, b
	ld	a, #0x00
	rla
	ld	-3 (ix), a
	ld	a, 0 (iy)
	sub	a, #0x15
	ld	a, #0x00
	rla
	ld	e, a
;src/game.c:939: if (tile >= 348 && tile <= 351 && hour >= 21) //(16,40) Dormir 
	ld	a, c
	sub	a, #0x5c
	ld	a, b
	sbc	a, #0x01
	ld	a, #0x00
	rla
	ld	-4 (ix), a
;src/game.c:945: if (tile >= 1179 && tile <= 1181 && hour >=19 && hour < 21) //(48,136) Tomar algo de la nevera 
	ld	a, 0 (iy)
	sub	a, #0x13
	ld	a, #0x00
	rla
	ld	d, a
;src/game.c:932: if (screen == 0) { // CASA ROLAND
	ld	a,(#_screen + 0)
	or	a, a
	jp	NZ, 00138$
;src/game.c:933: if (tile == 1176 && hour < 9)  //(40,136) Tomar un café entre 7..9
	ld	a, -1 (ix)
	or	a, a
	jr	Z,00110$
	ld	a, -2 (ix)
	or	a, a
	jr	Z,00110$
;src/game.c:934: possibleActivity = 0;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x00
00110$:
;src/game.c:935: if (tile >= 770 && tile <= 772 && hour >= 21) //(48,88) Ver TV  
	ld	a, c
	sub	a, #0x02
	ld	a, b
	sbc	a, #0x03
	jr	C,00113$
	bit	0, -3 (ix)
	jr	NZ,00113$
	bit	0, e
	jr	NZ,00113$
;src/game.c:936: possibleActivity = 1;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x01
00113$:
;src/game.c:937: if (tile >= 766 && tile <= 768 && hour >= 21) //(42,88) Jugar Videojuegos
	ld	a, c
	sub	a, #0xfe
	ld	a, b
	sbc	a, #0x02
	jr	C,00117$
	xor	a, a
	cp	a, c
	ld	a, #0x03
	sbc	a, b
	jr	C,00117$
	bit	0, e
	jr	NZ,00117$
;src/game.c:938: possibleActivity = 2;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x02
00117$:
;src/game.c:939: if (tile >= 348 && tile <= 351 && hour >= 21) //(16,40) Dormir 
	bit	0, -4 (ix)
	jr	NZ,00121$
	ld	a, #0x5f
	cp	a, c
	ld	a, #0x01
	sbc	a, b
	jr	C,00121$
	bit	0, e
	jr	NZ,00121$
;src/game.c:940: possibleActivity = ID_DIARY+5;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x32
00121$:
;src/game.c:941: if (tile == 756) {//Bañador
	ld	a, c
	sub	a, #0xf4
	jr	NZ,00125$
	ld	a, b
	sub	a, #0x02
	jr	NZ,00125$
;src/game.c:942: possibleActivity = ID_OBJECTS+3;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x37
;src/game.c:943: new_object = 4;
	ld	-9 (ix), #0x04
00125$:
;src/game.c:945: if (tile >= 1179 && tile <= 1181 && hour >=19 && hour < 21) //(48,136) Tomar algo de la nevera 
	ld	a, c
	sub	a, #0x9b
	ld	a, b
	sbc	a, #0x04
	jr	C,00127$
	ld	a, #0x9d
	cp	a, c
	ld	a, #0x04
	sbc	a, b
	jr	C,00127$
	bit	0, d
	jr	NZ,00127$
	bit	0, e
	jr	Z,00127$
;src/game.c:946: possibleActivity = 5;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x05
00127$:
;src/game.c:948: if (tile >= 358 && tile <= 362 && hour >= 19) // Darse un baño 
	ld	a, c
	sub	a, #0x66
	ld	a, b
	sbc	a, #0x01
	jr	C,00132$
	ld	a, #0x6a
	cp	a, c
	ld	a, #0x01
	sbc	a, b
	jr	C,00132$
	bit	0, d
	jr	NZ,00132$
;src/game.c:949: possibleActivity = ID_DIARY+1;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2e
00132$:
;src/game.c:950: if (tile == 353) {//Coger las llaves del coche
	ld	a, c
	sub	a, #0x61
	jr	NZ,00138$
	ld	a, b
	dec	a
	jr	NZ,00138$
;src/game.c:951: possibleActivity = ID_OBJECTS+0;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x34
;src/game.c:952: new_object = 1;
	ld	-9 (ix), #0x01
00138$:
;src/game.c:961: if (tile == 1180)  //Leer Periódico
	ld	a, c
	sub	a, #0x9c
	jr	NZ,01180$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01180$
	ld	a,#0x01
	jr	01181$
01180$:
	xor	a,a
01181$:
	ld	-5 (ix), a
;src/game.c:956: if (screen == 1) { // PARQUE
	ld	a,(#_screen + 0)
	dec	a
	jr	NZ,00149$
;src/game.c:957: if (object == 2 && tile == 1172) //Dar pan a paloma
	ld	a,(#_object + 0)
	sub	a, #0x02
	jr	NZ,00140$
	ld	a, c
	sub	a, #0x94
	jr	NZ,00140$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00140$
;src/game.c:958: possibleActivity = ID_OBJECTS_ONCE+2;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x26
00140$:
;src/game.c:959: if (object == 3 && entities[0].x < 12  && entities[0].y < 80) //Alimentar gato
	ld	a,(#_object + 0)
	sub	a, #0x03
	jr	NZ,00143$
	ld	a, (#(_entities + 0x0001) + 0)
	sub	a, #0x0c
	jr	NC,00143$
	ld	a, (#(_entities + 0x0002) + 0)
	sub	a, #0x50
	jr	NC,00143$
;src/game.c:960: possibleActivity = ID_OBJECTS_ONCE+0;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x24
00143$:
;src/game.c:961: if (tile == 1180)  //Leer Periódico
	ld	a, -5 (ix)
	or	a, a
	jr	Z,00149$
;src/game.c:962: possibleActivity = 6;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x06
00149$:
;src/game.c:965: if (screen == 2) { // CENTRO COMERCIAL
	ld	a,(#_screen + 0)
	sub	a, #0x02
	jp	NZ,00170$
;src/game.c:966: if (tile == 757) {
	ld	a, c
	sub	a, #0xf5
	jr	NZ,00151$
	ld	a, b
	sub	a, #0x02
	jr	NZ,00151$
;src/game.c:967: possibleActivity = 4;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x04
00151$:
;src/game.c:969: if (tile == 1176) {//Comprar pan
	ld	a, -1 (ix)
	or	a, a
	jr	Z,00153$
;src/game.c:970: possibleActivity = ID_OBJECTS+1;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x35
;src/game.c:971: new_object = 2;
	ld	-9 (ix), #0x02
00153$:
;src/game.c:973: if (tile >= 360 && tile <= 364 && hour >= 19) //Entrar Cine 
	ld	a, c
	sub	a, #0x68
	ld	a, b
	sbc	a, #0x01
	jr	C,00155$
	ld	a, #0x6c
	cp	a, c
	ld	a, #0x01
	sbc	a, b
	jr	C,00155$
	bit	0, d
	jr	NZ,00155$
;src/game.c:974: possibleActivity = 8;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x08
00155$:
;src/game.c:975: if (tile >= 767 && tile <= 772 && hour >= 19 && hour < 21) //Gimnasio 
	ld	a, c
	sub	a, #0xff
	ld	a, b
	sbc	a, #0x02
	jr	C,00159$
	bit	0, -3 (ix)
	jr	NZ,00159$
	bit	0, d
	jr	NZ,00159$
	bit	0, e
	jr	Z,00159$
;src/game.c:976: possibleActivity = 9;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x09
00159$:
;src/game.c:977: if (tile >= 348 && tile <= 353 && ((hour >= 12 && hour < 16) || hour >=21  )) //Restaurante 
	bit	0, -4 (ix)
	jr	NZ,00170$
	ld	a, #0x61
	cp	a, c
	ld	a, #0x01
	sbc	a, b
	jr	C,00170$
	ld	iy, #_hour
	ld	a, 0 (iy)
	sub	a, #0x0c
	jr	C,00167$
	ld	a, 0 (iy)
	sub	a, #0x10
	jr	C,00163$
00167$:
	bit	0, e
	jr	NZ,00170$
00163$:
;src/game.c:978: possibleActivity = 10;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0a
00170$:
;src/game.c:982: if (object == 4 && tile == 1171) //Bañarse en la playa
	ld	a, c
	sub	a, #0x93
	jr	NZ,01194$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01194$
	ld	a,#0x01
	jr	01195$
01194$:
	xor	a,a
01195$:
	ld	-4 (ix), a
;src/game.c:984: if (tile == 1182) { //Beber Cerveza
	ld	a, c
	sub	a, #0x9e
	jr	NZ,01196$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01196$
	ld	a,#0x01
	jr	01197$
01196$:
	xor	a,a
01197$:
	ld	e, a
;src/game.c:981: if (screen == 3) { // PLAYA
	ld	a,(#_screen + 0)
	sub	a, #0x03
	jr	NZ,00177$
;src/game.c:982: if (object == 4 && tile == 1171) //Bañarse en la playa
	ld	a,(#_object + 0)
	sub	a, #0x04
	jr	NZ,00172$
	ld	a, -4 (ix)
	or	a, a
	jr	Z,00172$
;src/game.c:983: possibleActivity = ID_OBJECTS_ONCE+1;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x25
00172$:
;src/game.c:984: if (tile == 1182) { //Beber Cerveza
	ld	a, e
	or	a, a
	jr	Z,00177$
;src/game.c:985: possibleActivity = 16;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x10
00177$:
;src/game.c:990: if (tile == 1174)
	ld	a, c
	sub	a, #0x96
	jr	NZ,01202$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01202$
	ld	a,#0x01
	jr	01203$
01202$:
	xor	a,a
01203$:
	ld	d, a
;src/game.c:989: if (screen == 4) { //PARADA BUS
	ld	a,(#_screen + 0)
;src/game.c:990: if (tile == 1174)
	sub	a,#0x04
	jr	NZ,00181$
	or	a,d
	jr	Z,00181$
;src/game.c:991: possibleActivity = ID_DIARY+3;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x30
00181$:
;src/game.c:994: if (screen == 5) { // OFICINA
	ld	a,(#_screen + 0)
	sub	a, #0x05
	jp	NZ,00203$
;src/game.c:995: if (tile == 366) //Ligar con Secretaria
	ld	a, c
	sub	a, #0x6e
	jr	NZ,00183$
	ld	a, b
	dec	a
	jr	NZ,00183$
;src/game.c:996: possibleActivity = 11;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0b
00183$:
;src/game.c:997: if (telephone && tile == (telephone - 34)) 
	ld	iy, #_telephone
	ld	a, 1 (iy)
	or	a,0 (iy)
	jr	Z,00185$
	ld	a, 0 (iy)
	add	a, #0xde
	ld	-7 (ix), a
	ld	a, 1 (iy)
	adc	a, #0xff
	ld	-6 (ix), a
	ld	a, c
	sub	a, -7 (ix)
	jr	NZ,00185$
	ld	a, b
	sub	a, -6 (ix)
	jr	NZ,00185$
;src/game.c:998: possibleActivity = 14;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0e
00185$:
;src/game.c:999: if (tile == 1185) { //Coger moneda
	ld	a, c
	sub	a, #0xa1
	jr	NZ,00188$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00188$
;src/game.c:1000: possibleActivity = ID_OBJECTS+4;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x38
;src/game.c:1001: new_object = 5;
	ld	-9 (ix), #0x05
00188$:
;src/game.c:1004: if (hour >= 9 && hour < 17 && clock % 64 == 0) { // Teléfonos
	ld	a, -2 (ix)
	or	a, a
	jr	NZ,00203$
	ld	a,(#_hour + 0)
	sub	a, #0x11
	jr	NC,00203$
	ld	a,(#_clock + 0)
	and	a, #0x3f
	jr	NZ,00203$
;src/game.c:1005: if (telephone == 0) {
	ld	iy, #_telephone
	ld	a, 1 (iy)
	or	a,0 (iy)
	jr	NZ,00196$
;src/game.c:1006: telephone = cpct_rand() % 4;
	push	bc
	push	de
	call	_cpct_getRandom_mxor_u8
	pop	de
	pop	bc
	ld	a, l
	and	a, #0x03
	ld	iy, #_telephone
	ld	0 (iy), a
	ld	1 (iy), #0x00
;src/game.c:1007: if (telephone == 1) {
	ld	a, 0 (iy)
	dec	a
	or	a, 1 (iy)
	jr	NZ,00190$
;src/game.c:1008: telephone = 11 * 34 + 9;
	ld	hl, #0x017f
	ld	(_telephone), hl
00190$:
;src/game.c:1010: if (telephone == 2) {
	ld	iy, #_telephone
	ld	a, 0 (iy)
	sub	a, #0x02
	or	a, 1 (iy)
	jr	NZ,00192$
;src/game.c:1011: telephone = 11 * 34 + 25;
	ld	hl, #0x018f
	ld	(_telephone), hl
00192$:
;src/game.c:1013: if (telephone == 3) {
	ld	iy, #_telephone
	ld	a, 0 (iy)
	sub	a, #0x03
	or	a, 1 (iy)
	jr	NZ,00203$
;src/game.c:1014: telephone = 23 * 34 + 13;
	ld	hl, #0x031b
	ld	(_telephone), hl
	jr	00203$
00196$:
;src/game.c:1017: telephone = 0;
	ld	hl, #0x0000
	ld	(_telephone), hl
00203$:
;src/game.c:1022: if (screen == 6) { // OFICINA BIS
	ld	a,(#_screen + 0)
	sub	a, #0x06
	jr	NZ,00209$
;src/game.c:1023: if (tile == 344) //Ligar con compañero
	ld	a, c
	sub	a, #0x58
	jr	NZ,00205$
	ld	a, b
	dec	a
	jr	NZ,00205$
;src/game.c:1024: possibleActivity = 12;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0c
00205$:
;src/game.c:1025: if (tile == 362) //Descansar en terraza
	ld	a, c
	sub	a, #0x6a
	jr	NZ,00209$
	ld	a, b
	dec	a
	jr	NZ,00209$
;src/game.c:1026: possibleActivity = 13;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0d
00209$:
;src/game.c:1030: if (screen == 7) { // MONTAÑA
	ld	a,(#_screen + 0)
	sub	a, #0x07
	jr	NZ,00215$
;src/game.c:1031: if (tile == 390)
	ld	a, c
	sub	a, #0x86
	jr	NZ,00211$
	ld	a, b
	dec	a
	jr	NZ,00211$
;src/game.c:1032: possibleActivity = 15;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x0f
00211$:
;src/game.c:1033: if (tile == 1164) { //Coger carta
	ld	a, c
	sub	a, #0x8c
	jr	NZ,00215$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00215$
;src/game.c:1034: possibleActivity = ID_OBJECTS+5;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x39
;src/game.c:1035: new_object = 6;
	ld	-9 (ix), #0x06
00215$:
;src/game.c:1039: if (screen == 8) { // CASTILLO
	ld	a,(#_screen + 0)
	sub	a, #0x08
	jr	NZ,00226$
;src/game.c:1045: (day == 1 && tile == 552)  
	ld	a,(#_day + 0)
	dec	a
	jr	NZ,00220$
	ld	a, c
	sub	a, #0x28
	jr	NZ,01238$
	ld	a, b
	sub	a, #0x02
	jr	Z,00216$
01238$:
00220$:
;src/game.c:1046: || (day == 2 && tile == 702)
	ld	a,(#_day + 0)
	sub	a, #0x02
	jr	NZ,00222$
	ld	a, c
	sub	a, #0xbe
	jr	NZ,01241$
	ld	a, b
	sub	a, #0x02
	jr	Z,00216$
01241$:
00222$:
;src/game.c:1047: || (day == 4 && tile == 194)
	ld	a,(#_day + 0)
	sub	a, #0x04
	jr	NZ,00224$
	ld	a, c
	sub	a, #0xc2
	or	a, b
	jr	Z,00216$
00224$:
;src/game.c:1048: || (day == 5 && tile == 463)
	ld	a,(#_day + 0)
	sub	a, #0x05
	jr	NZ,00226$
	ld	a, c
	sub	a, #0xcf
	jr	NZ,00226$
	ld	a, b
	dec	a
	jr	NZ,00226$
00216$:
;src/game.c:1050: possibleActivity = ID_DIARY+2;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2f
00226$:
;src/game.c:1053: if (screen == 9) { //METRO
	ld	a,(#_screen + 0)
	sub	a, #0x09
	jr	NZ,00230$
;src/game.c:1054: if (tile == 1171)
	ld	a, -4 (ix)
	or	a, a
	jr	Z,00230$
;src/game.c:1055: possibleActivity = ID_DIARY+4;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x31
00230$:
;src/game.c:1063: if (tile == 1168) { //Coger pico
	ld	a, c
	sub	a, #0x90
	jr	NZ,01251$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01251$
	ld	a,#0x01
	jr	01252$
01251$:
	xor	a,a
01252$:
	ld	-7 (ix), a
;src/game.c:1058: if (screen == 10) { //MERCADO
	ld	a,(#_screen + 0)
	sub	a, #0x0a
	jr	NZ,00243$
;src/game.c:1059: if (tile == 1159)
	ld	a, c
	sub	a, #0x87
	jr	NZ,00232$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00232$
;src/game.c:1060: possibleActivity = 35;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x23
00232$:
;src/game.c:1061: if (tile == 1161)
	ld	a, c
	sub	a, #0x89
	jr	NZ,00234$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00234$
;src/game.c:1062: possibleActivity = ID_DIARY+3;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x30
00234$:
;src/game.c:1063: if (tile == 1168) { //Coger pico
	ld	a, -7 (ix)
	or	a, a
	jr	Z,00236$
;src/game.c:1064: possibleActivity = ID_OBJECTS+6;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x3a
;src/game.c:1065: new_object = 7;
	ld	-9 (ix), #0x07
00236$:
;src/game.c:1067: if (tile == 1176) { //Coger sandwich
	ld	a, -1 (ix)
	or	a, a
	jr	Z,00238$
;src/game.c:1068: possibleActivity = ID_OBJECTS+7;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x3b
;src/game.c:1069: new_object = 8;
	ld	-9 (ix), #0x08
00238$:
;src/game.c:1071: if (tile == 1180 && hour >= 19) { //Beber Vino
	ld	a, -5 (ix)
	or	a, a
	jr	Z,00243$
	ld	a,(#_hour + 0)
	sub	a, #0x13
	jr	C,00243$
;src/game.c:1072: possibleActivity = 24;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x18
00243$:
;src/game.c:1076: if (screen == 11) { //CAMPING
	ld	a,(#_screen + 0)
;src/game.c:1077: if (tile == 1174) { 
	sub	a,#0x0b
	jr	NZ,00247$
	or	a,d
	jr	Z,00247$
;src/game.c:1078: possibleActivity = ID_OBJECTS+9; //Coger Carne
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x3d
;src/game.c:1079: new_object = 10;
	ld	-9 (ix), #0x0a
00247$:
;src/game.c:1083: if (screen == 13) {  //CAVERNA 2
	ld	a,(#_screen + 0)
;src/game.c:1084: if (tile == 1182)
	sub	a,#0x0d
	jr	NZ,00251$
	or	a,e
	jr	Z,00251$
;src/game.c:1085: possibleActivity = 7;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x07
00251$:
;src/game.c:1088: if (screen == 14) { //GOLF
	ld	a,(#_screen + 0)
	sub	a, #0x0e
	jr	NZ,00257$
;src/game.c:1089: if (tile == 1076) 
	ld	a, c
	sub	a, #0x34
	jr	NZ,00253$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00253$
;src/game.c:1090: possibleActivity = 21;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x15
00253$:
;src/game.c:1091: if (tile == 1168) { //Coger pescado
	ld	a, -7 (ix)
	or	a, a
	jr	Z,00257$
;src/game.c:1092: possibleActivity = ID_OBJECTS+2;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x36
;src/game.c:1093: new_object = 3;
	ld	-9 (ix), #0x03
00257$:
;src/game.c:1098: if (object == 5 && tile == 1059) 
	ld	a,(#_object + 0)
	sub	a, #0x05
	jr	NZ,01267$
	ld	a,#0x01
	jr	01268$
01267$:
	xor	a,a
01268$:
	ld	e, a
	ld	a, c
	sub	a, #0x23
	jr	NZ,01269$
	ld	a, b
	sub	a, #0x04
	jr	NZ,01269$
	ld	a,#0x01
	jr	01270$
01269$:
	xor	a,a
01270$:
	ld	d, a
;src/game.c:1097: if (screen == 15) { //ESTACION
	ld	a,(#_screen + 0)
;src/game.c:1098: if (object == 5 && tile == 1059) 
	sub	a,#0x0f
	jr	NZ,00271$
	or	a,e
	jr	Z,00259$
	ld	a, d
	or	a, a
	jr	Z,00259$
;src/game.c:1099: possibleActivity = 22;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x16
00259$:
;src/game.c:1100: if (object == 3 && tile == 1059) 
	ld	a,(#_object + 0)
	sub	a,#0x03
	jr	NZ,00262$
	or	a,d
	jr	Z,00262$
;src/game.c:1101: possibleActivity = 23;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x17
00262$:
;src/game.c:1102: if (object == 8 && tile == 1059) 
	ld	a,(#_object + 0)
	sub	a,#0x08
	jr	NZ,00265$
	or	a,d
	jr	Z,00265$
;src/game.c:1103: possibleActivity = ID_OBJECTS_ONCE+6;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2a
00265$:
;src/game.c:1104: if (hour == 19 && tile == 1068)
	ld	a,(#_hour + 0)
	sub	a, #0x13
	jr	NZ,00271$
	ld	a, c
	sub	a, #0x2c
	jr	NZ,00271$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00271$
;src/game.c:1105: possibleActivity = ID_DIARY+6;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x33
00271$:
;src/game.c:1108: if (screen == 16) { //HOSPITAL
	ld	a,(#_screen + 0)
	sub	a, #0x10
	jr	NZ,00278$
;src/game.c:1109: if (tile == 1171)
	ld	a, -4 (ix)
	or	a, a
	jr	Z,00273$
;src/game.c:1110: possibleActivity = 18;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x12
00273$:
;src/game.c:1111: if (object == 6 && tile == 75) //Dar carta
	ld	a,(#_object + 0)
	sub	a, #0x06
	jr	NZ,00278$
	ld	a, c
	sub	a, #0x4b
	or	a, b
	jr	NZ,00278$
;src/game.c:1112: possibleActivity = ID_OBJECTS_ONCE+4;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x28
00278$:
;src/game.c:1115: if (screen == 17) { //FUENTE
	ld	a,(#_screen + 0)
	sub	a, #0x11
	jr	NZ,00285$
;src/game.c:1116: if (tile == 1163)
	ld	a, c
	sub	a, #0x8b
	jr	NZ,00280$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00280$
;src/game.c:1117: possibleActivity = ID_DIARY+4;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x31
00280$:
;src/game.c:1118: if (object == 5 && tile == 1173) //Tirar moneda
	ld	a, e
	or	a, a
	jr	Z,00285$
	ld	a, c
	sub	a, #0x95
	jr	NZ,00285$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00285$
;src/game.c:1119: possibleActivity = ID_OBJECTS_ONCE+3;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x27
00285$:
;src/game.c:1122: if (screen == 18) { //BALONCESTO
	ld	a,(#_screen + 0)
	sub	a, #0x12
	jr	NZ,00292$
;src/game.c:1123: if (tile == 1180) 
	ld	a, -5 (ix)
	or	a, a
	jr	Z,00287$
;src/game.c:1124: possibleActivity = 17;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x11
00287$:
;src/game.c:1126: if (day > 3 && tile == 1160) 
	ld	a, #0x03
	ld	iy, #_day
	sub	a, 0 (iy)
	jr	NC,00292$
	ld	a, c
	sub	a, #0x88
	jr	NZ,00292$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00292$
;src/game.c:1127: possibleActivity = 3;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x03
00292$:
;src/game.c:1130: if (screen == 19) { //CASITA
	ld	a,(#_screen + 0)
	sub	a, #0x13
	jr	NZ,00302$
;src/game.c:1131: if (tile == 1178 && hose == 0) 
	ld	a, c
	sub	a, #0x9a
	jr	NZ,00294$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00294$
	ld	a,(#_hose + 0)
	or	a, a
	jr	NZ,00294$
;src/game.c:1132: possibleActivity = 19;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x13
00294$:
;src/game.c:1133: if (tile == 1059) { //Coger cubo
	ld	a, d
	or	a, a
	jr	Z,00297$
;src/game.c:1134: possibleActivity = ID_OBJECTS+8;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x3c
;src/game.c:1135: new_object = 9;
	ld	-9 (ix), #0x09
00297$:
;src/game.c:1137: if (tile == 1168 && object == 10) 
	ld	a, -7 (ix)
	or	a, a
	jr	Z,00302$
	ld	a,(#_object + 0)
	sub	a, #0x0a
	jr	NZ,00302$
;src/game.c:1138: possibleActivity = ID_OBJECTS_ONCE+8;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x2c
00302$:
;src/game.c:1141: if (screen == 20) { //PUERTO
	ld	a,(#_screen + 0)
	sub	a, #0x14
	jr	NZ,00306$
;src/game.c:1142: if (tile == 1180) 
	ld	a, -5 (ix)
	or	a, a
	jr	Z,00306$
;src/game.c:1143: possibleActivity = 20;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x14
00306$:
;src/game.c:1146: if (screen == 21) { //POZO
	ld	a,(#_screen + 0)
	sub	a, #0x15
	jr	NZ,00314$
;src/game.c:1147: if (tile == 1165 && activities[ID_OBJECTS_ONCE+5] == 0) {
	ld	a, c
	sub	a, #0x8d
	jr	NZ,00314$
	ld	a, b
	sub	a, #0x04
	jr	NZ,00314$
	ld	a, (#(_activities + 0x0029) + 0)
	or	a, a
	jr	NZ,00314$
;src/game.c:1148: if(object == 7) 
	ld	a,(#_object + 0)
	sub	a, #0x07
	jr	NZ,00308$
;src/game.c:1149: possibleActivity = ID_OBJECTS_ONCE+5;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0x29
	jr	00314$
00308$:
;src/game.c:1151: showMessage(ID_SPECIAL_MSG+15);
	push	bc
	ld	a, #0x4d
	push	af
	inc	sp
	call	_showMessage
	inc	sp
	pop	bc
00314$:
;src/game.c:1156: if (screen == 22) { //ENCUENTROS
	ld	a,(#_screen + 0)
	sub	a, #0x16
	jr	NZ,00320$
;src/game.c:1157: if (tile >= 1170 && tile <= 1179 && activities[25] == 0) {
	ld	a, c
	sub	a, #0x92
	ld	a, b
	sbc	a, #0x04
	jr	C,00320$
	ld	a, #0x9b
	cp	a, c
	ld	a, #0x04
	sbc	a, b
	jr	C,00320$
	ld	a, (#(_activities + 0x0019) + 0)
	or	a, a
	jr	NZ,00320$
;src/game.c:1158: possibleActivity = 25 + (tile - 1170);
	ld	a, c
	ld	hl, #_possibleActivity
	add	a, #0x87
	ld	(hl), a
;src/game.c:1159: textPrinted = 0;
	ld	hl,#_textPrinted + 0
	ld	(hl), #0x00
;src/game.c:1160: renderText();
	call	_renderText
00320$:
;src/game.c:1167: if (possibleActivity != 255 && activities[possibleActivity] != 0) //Ya está la actividad hecha
	ld	iy, #_possibleActivity
	ld	a, 0 (iy)
	inc	a
	jr	Z,00322$
	ld	bc, #_activities+0
	ld	hl, (_possibleActivity)
	ld	h, #0x00
	add	hl, bc
	ld	a, (hl)
	or	a, a
	jr	Z,00322$
;src/game.c:1168: possibleActivity = 255;
	ld	0 (iy), #0xff
00322$:
;src/game.c:1171: if (object != 0 && possibleActivity == ID_OBJECTS + object - 1)
	ld	iy, #_object
	ld	a, 0 (iy)
	or	a, a
	jr	Z,00325$
	ld	c, 0 (iy)
	ld	b, #0x00
	ld	hl, #0x0033
	add	hl,bc
	ld	c, l
	ld	b, h
	ld	iy, #_possibleActivity
	ld	e, 0 (iy)
	ld	d, #0x00
	ld	a, c
	sub	a, e
	jr	NZ,00325$
	ld	a, b
	sub	a, d
	jr	NZ,00325$
;src/game.c:1172: possibleActivity = 255;
	ld	0 (iy), #0xff
00325$:
;src/game.c:1174: if (pressedFire() && possibleActivity != 255) {
	call	_pressedFire
	ld	a, l
	or	a, a
	jp	Z, 00431$
	ld	a,(#_possibleActivity + 0)
	inc	a
	jp	Z,00431$
;src/game.c:1175: if (new_object > 0) { //Coger Objeto
	ld	a, -9 (ix)
	or	a, a
	jr	Z,00328$
;src/game.c:1177: resetObjects();
	call	_resetObjects
;src/game.c:1178: object = new_object;
	ld	a, -9 (ix)
	ld	(#_object + 0),a
;src/game.c:1179: renderItem();
	call	_renderItem
;src/game.c:1180: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1181: playFX(6,48); 
	ld	hl, #0x3006
	push	hl
	call	_playFX
	pop	af
	jr	00329$
00328$:
;src/game.c:1184: bonus = 1;
	ld	-8 (ix), #0x01
00329$:
;src/game.c:1187: if (possibleActivity == 0) {
	ld	a,(#_possibleActivity + 0)
	or	a, a
	jr	NZ,00331$
;src/game.c:1188: showMessage(ID_SPECIAL_MSG+5);
	ld	a, #0x43
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00331$:
;src/game.c:1191: if (possibleActivity == 1 || possibleActivity == 8) {
	ld	iy, #_possibleActivity
	ld	a, 0 (iy)
	dec	a
	jr	Z,00332$
	ld	a, 0 (iy)
	sub	a, #0x08
	jr	NZ,00333$
00332$:
;src/game.c:1192: showMessage(ID_SPECIAL_MSG+6);
	ld	a, #0x44
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00333$:
;src/game.c:1195: if (possibleActivity == 2) {//Mostrar arco-iris en el cielo
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x02
	jr	NZ,00336$
;src/game.c:1196: cpct_drawSprite (&G_rainbow[0],  cpctm_screenPtr (CPCT_VMEM_START, 56, 30),8, 14);			
	ld	hl, #0x0e08
	push	hl
	ld	hl, #0xf128
	push	hl
	ld	hl, #_G_rainbow
	push	hl
	call	_cpct_drawSprite
00336$:
;src/game.c:1199: if (possibleActivity == 5 || possibleActivity == 10) {
	ld	iy, #_possibleActivity
	ld	a, 0 (iy)
	sub	a, #0x05
	jr	Z,00337$
	ld	a, 0 (iy)
	sub	a, #0x0a
	jr	NZ,00338$
00337$:
;src/game.c:1200: showMessage(ID_SPECIAL_MSG+7);
	ld	a, #0x45
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00338$:
;src/game.c:1203: if (possibleActivity == 6) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x06
	jr	NZ,00341$
;src/game.c:1204: showMessage(ID_SPECIAL_MSG+9);
	ld	a, #0x47
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00341$:
;src/game.c:1207: if (possibleActivity == 7) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x07
	jr	NZ,00343$
;src/game.c:1208: showMessage(ID_SPECIAL_MSG+10);
	ld	a, #0x48
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00343$:
;src/game.c:1211: if (possibleActivity == 14) {//Teléfono, es actividad repetible
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x0e
	jr	NZ,00345$
;src/game.c:1212: telephone = 0;
	ld	hl, #0x0000
	ld	(_telephone), hl
;src/game.c:1213: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1215: updateEnergy(5);
	ld	a, #0x05
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1216: playFX(3,59);
	ld	hl, #0x3b03
	push	hl
	call	_playFX
	pop	af
00345$:
;src/game.c:1219: if (possibleActivity == 15) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x0f
	jr	NZ,00350$
;src/game.c:1220: if (hour < 21) {
	ld	a,(#_hour + 0)
	sub	a, #0x15
	jr	NC,00347$
;src/game.c:1221: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1222: cpct_zx7b_decrunch_s((void *) (&current_map[0]+ (MAP_WIDTH * MAP_HEIGHT) - 1),(void *) sky1_end);
	ld	de, #_sky1+99
	ld	bc, #_current_map + 1325
	push	de
	push	bc
	call	_cpct_zx7b_decrunch_s
;src/game.c:1223: cpct_etm_drawTilemap2x4_f ( MAP_WIDTH, MAP_HEIGHT , (u8*) 0xC000, &current_map[0]);
	ld	hl, #_current_map
	push	hl
	ld	hl, #0xc000
	push	hl
	ld	hl, #0x2722
	push	hl
	call	_cpct_etm_drawTilemap2x4_f
;src/game.c:1224: possibleActivity = 255;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0xff
;src/game.c:1226: showMessage(ID_SPECIAL_MSG+12);
	ld	a, #0x4a
	push	af
	inc	sp
	call	_showMessage
	inc	sp
;src/game.c:1227: renderText();
	call	_renderText
	jr	00348$
00347$:
;src/game.c:1230: cpct_zx7b_decrunch_s((void *) (&current_map[0]+ (MAP_WIDTH * MAP_HEIGHT) - 1),(void *) sky2_end);
	ld	de, #_sky2+153
	ld	bc, #_current_map + 1325
	push	de
	push	bc
	call	_cpct_zx7b_decrunch_s
;src/game.c:1231: cpct_etm_drawTilemap2x4_f ( MAP_WIDTH, MAP_HEIGHT , (u8*) 0xC000, &current_map[0]);
	ld	hl, #_current_map
	push	hl
	ld	hl, #0xc000
	push	hl
	ld	hl, #0x2722
	push	hl
	call	_cpct_etm_drawTilemap2x4_f
00348$:
;src/game.c:1233: pausa(SECOND);
	ld	hl, #0x8000
	push	hl
	call	_pausa
;src/game.c:1234: pausa(SECOND);
	ld	hl, #0x8000
	ex	(sp),hl
	call	_pausa
	pop	af
;src/game.c:1235: pausaTeclado();
	call	_pausaTeclado
;src/game.c:1236: initScreen(-2);
	ld	a, #0xfe
	push	af
	inc	sp
	call	_initScreen
	inc	sp
00350$:
;src/game.c:1240: entities[0].properties = entities[0].properties | mask_dizzy;
;src/game.c:1239: if (possibleActivity == 16) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x10
	jr	NZ,00352$
;src/game.c:1240: entities[0].properties = entities[0].properties | mask_dizzy;
	ld	a, (#(_entities + 0x000c) + 0)
	set	7, a
	ld	(#(_entities + 0x000c)),a
;src/game.c:1241: showMessage(ID_SPECIAL_MSG+13);
	ld	a, #0x4b
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00352$:
;src/game.c:1244: if (possibleActivity == 17) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x11
	jr	NZ,00354$
;src/game.c:1245: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1246: playBasket();
	call	_playBasket
00354$:
;src/game.c:1249: if (possibleActivity == 18) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x12
	jr	NZ,00356$
;src/game.c:1250: entities[0].properties = entities[0].properties | mask_dizzy;
	ld	a, (#(_entities + 0x000c) + 0)
	set	7, a
	ld	(#(_entities + 0x000c)),a
;src/game.c:1251: showMessage(ID_SPECIAL_MSG+13);
	ld	a, #0x4b
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00356$:
;src/game.c:1254: if (possibleActivity == 19) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x13
	jr	NZ,00360$
;src/game.c:1255: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1256: playFX(4,59);
	ld	hl, #0x3b04
	push	hl
	call	_playFX
	pop	af
;src/game.c:1257: if (!hose)
	ld	iy, #_hose
	ld	a, 0 (iy)
	or	a, a
	jr	NZ,00360$
;src/game.c:1258: hose = HOSE_MAX;
	ld	0 (iy), #0xc8
00360$:
;src/game.c:1261: if (possibleActivity == 21) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x15
	jr	NZ,00362$
;src/game.c:1262: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1263: playGolf();
	call	_playGolf
00362$:
;src/game.c:1266: if (possibleActivity == 22) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x16
	jr	NZ,00364$
;src/game.c:1267: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1268: activities[22]++;
	ld	bc, #_activities+22
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:1269: showMessage(ID_SPECIAL_MSG+19);
	ld	a, #0x51
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00364$:
;src/game.c:1272: if (possibleActivity == 23) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x17
	jr	NZ,00366$
;src/game.c:1273: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1274: activities[23]++;
	ld	bc, #_activities+23
	ld	a, (bc)
	inc	a
	ld	(bc), a
;src/game.c:1275: showMessage(ID_SPECIAL_MSG+20);
	ld	a, #0x52
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00366$:
;src/game.c:1278: if (possibleActivity == 24) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x18
	jr	NZ,00368$
;src/game.c:1279: entities[0].properties = entities[0].properties | mask_dizzy;
	ld	a, (#(_entities + 0x000c) + 0)
	set	7, a
	ld	(#(_entities + 0x000c)),a
;src/game.c:1280: showMessage(ID_SPECIAL_MSG+13);
	ld	a, #0x4b
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00368$:
;src/game.c:1283: if (possibleActivity >= 25 && possibleActivity <= 34) {
	ld	iy, #_possibleActivity
	ld	a, 0 (iy)
	sub	a, #0x19
	jp	C, 00396$
	ld	a, #0x22
	sub	a, 0 (iy)
	jp	C, 00396$
;src/game.c:1284: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1285: if (!note) {
	ld	iy, #_note
	ld	a, 0 (iy)
	or	a, a
	jp	NZ, 00396$
;src/game.c:1286: note = 48; //C4
	ld	0 (iy), #0x30
;src/game.c:1287: if (possibleActivity == 26) 
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1a
	jr	NZ,00370$
;src/game.c:1288: note = 50; //D4
	ld	hl,#_note + 0
	ld	(hl), #0x32
00370$:
;src/game.c:1289: if (possibleActivity == 27)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1b
	jr	NZ,00372$
;src/game.c:1290: note = 52; //E4
	ld	hl,#_note + 0
	ld	(hl), #0x34
00372$:
;src/game.c:1291: if (possibleActivity == 28)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1c
	jr	NZ,00374$
;src/game.c:1292: note = 53; //F4
	ld	hl,#_note + 0
	ld	(hl), #0x35
00374$:
;src/game.c:1293: if (possibleActivity == 29)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1d
	jr	NZ,00376$
;src/game.c:1294: note = 55; //G4
	ld	hl,#_note + 0
	ld	(hl), #0x37
00376$:
;src/game.c:1295: if (possibleActivity == 30)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1e
	jr	NZ,00378$
;src/game.c:1296: note = 57; //A4
	ld	hl,#_note + 0
	ld	(hl), #0x39
00378$:
;src/game.c:1297: if (possibleActivity == 31)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x1f
	jr	NZ,00380$
;src/game.c:1298: note = 59; //B4
	ld	hl,#_note + 0
	ld	(hl), #0x3b
00380$:
;src/game.c:1299: if (possibleActivity == 32)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x20
	jr	NZ,00382$
;src/game.c:1300: note = 60; //C5
	ld	hl,#_note + 0
	ld	(hl), #0x3c
00382$:
;src/game.c:1301: if (possibleActivity == 33)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x21
	jr	NZ,00384$
;src/game.c:1302: note = 62; //D5
	ld	hl,#_note + 0
	ld	(hl), #0x3e
00384$:
;src/game.c:1303: if (possibleActivity == 34)
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x22
	jr	NZ,00386$
;src/game.c:1304: note = 64; //E5
	ld	hl,#_note + 0
	ld	(hl), #0x40
00386$:
;src/game.c:1307: cpct_akp_SFXPlay (2, 15, note, 0, 0, AY_CHANNEL_A);
	ld	a, #0x01
	push	af
	inc	sp
	ld	hl, #0x0000
	push	hl
	xor	a, a
	push	af
	inc	sp
	ld	a, (_note)
	push	af
	inc	sp
	ld	hl, #0x0f02
	push	hl
	call	_cpct_akp_SFXPlay
	pop	af
	pop	af
	pop	af
	inc	sp
;src/game.c:1308: cpct_akp_SFXPlay (2, 15, note, 0, 0, AY_CHANNEL_B);
	ld	a, #0x02
	push	af
	inc	sp
	ld	hl, #0x0000
	push	hl
	xor	a, a
	push	af
	inc	sp
	ld	a, (_note)
	push	af
	inc	sp
	ld	hl, #0x0f02
	push	hl
	call	_cpct_akp_SFXPlay
	pop	af
	pop	af
	pop	af
	inc	sp
;src/game.c:1309: cpct_akp_SFXPlay (2, 15, note, 0, 0, AY_CHANNEL_C);
	ld	a, #0x04
	push	af
	inc	sp
	ld	hl, #0x0000
	push	hl
	xor	a, a
	push	af
	inc	sp
	ld	a, (_note)
	push	af
	inc	sp
	ld	hl, #0x0f02
	push	hl
	call	_cpct_akp_SFXPlay
	pop	af
	pop	af
	pop	af
	inc	sp
;src/game.c:1311: note = possibleActivity;
	ld	a,(#_possibleActivity + 0)
	ld	iy, #_note
	ld	0 (iy), a
;src/game.c:1313: if (symphony[symphony_idx] == note) {
	ld	bc, #_symphony+0
	ld	hl, (_symphony_idx)
	ld	h, #0x00
	add	hl, bc
	ld	a,0 (iy)
	sub	a,(hl)
	jr	NZ,00391$
;src/game.c:1314: cpct_setBorder( paletteM0 [note-24]); //Para que no coja el 0 (Negro), pues es el que se usa para mostrar al jugador nota incorrecta
	ld	bc, #_paletteM0+0
	ld	a, 0 (iy)
	add	a, #0xe8
	ld	l, a
	ld	h,#0x00
	add	hl, bc
	ld	b, (hl)
	push	bc
	inc	sp
	ld	a, #0x10
	push	af
	inc	sp
	call	_cpct_setPALColour
;src/game.c:1315: symphony_idx++;
	ld	iy, #_symphony_idx
	inc	0 (iy)
;src/game.c:1317: if (symphony_idx == 5) {
	ld	a, 0 (iy)
	sub	a, #0x05
	jr	NZ,00396$
;src/game.c:1318: for (i = 25; i <= 34; i++) {// Desactivar piano
	ld	bc, #_activities+0
	ld	e, #0x19
00429$:
;src/game.c:1319: activities[i]++;
	ld	l,e
	ld	h,#0x00
	add	hl, bc
	ld	d, (hl)
	inc	d
	ld	(hl), d
;src/game.c:1318: for (i = 25; i <= 34; i++) {// Desactivar piano
	inc	e
	ld	a, #0x22
	sub	a, e
	jr	NC,00429$
;src/game.c:1321: showMessage(ID_SPECIAL_MSG+22);
	ld	a, #0x54
	push	af
	inc	sp
	call	_showMessage
	inc	sp
;src/game.c:1322: updateEnergy(50);
	ld	a, #0x32
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1323: cpct_setBorder(HW_BLACK);
	ld	hl, #0x1410
	push	hl
	call	_cpct_setPALColour
	jr	00396$
00391$:
;src/game.c:1326: symphony_idx = 0;
	ld	hl,#_symphony_idx + 0
	ld	(hl), #0x00
;src/game.c:1327: cpct_setBorder( HW_BLACK);
	ld	hl, #0x1410
	push	hl
	call	_cpct_setPALColour
00396$:
;src/game.c:1332: if (possibleActivity == ID_OBJECTS_ONCE+1) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x25
	jr	NZ,00399$
;src/game.c:1333: showMessage(ID_SPECIAL_MSG+8);
	ld	a, #0x46
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00399$:
;src/game.c:1336: if (possibleActivity == ID_OBJECTS_ONCE+5) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x29
	jr	NZ,00401$
;src/game.c:1337: showMessage(ID_SPECIAL_MSG+16);
	ld	a, #0x4e
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00401$:
;src/game.c:1340: if (possibleActivity == ID_DIARY+0) {//Usar coche
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x2d
	jr	NZ,00406$
;src/game.c:1341: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1342: if (screen == 0) 
	ld	iy, #_screen
	ld	a, 0 (iy)
	or	a, a
	jr	NZ,00403$
;src/game.c:1343: screen = 5;
	ld	0 (iy), #0x05
	jr	00404$
00403$:
;src/game.c:1345: screen = 0;
	ld	hl,#_screen + 0
	ld	(hl), #0x00
00404$:
;src/game.c:1347: carScreen = screen;
	ld	a,(#_screen + 0)
	ld	(#_carScreen + 0),a
;src/game.c:1348: playFX(8,28);
	ld	hl, #0x1c08
	push	hl
	call	_playFX
;src/game.c:1349: initScreen(2);
	ld	h,#0x02
	ex	(sp),hl
	inc	sp
	call	_initScreen
	inc	sp
00406$:
;src/game.c:1352: if (possibleActivity == ID_DIARY+3) {//Usar Bus
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x30
	jr	NZ,00411$
;src/game.c:1353: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1354: if (screen == 4) {
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x04
	jr	NZ,00408$
;src/game.c:1355: screen = 10;
	ld	0 (iy), #0x0a
;src/game.c:1356: entities[0].x = 8;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x08
	jr	00409$
00408$:
;src/game.c:1359: screen = 4;
	ld	hl,#_screen + 0
	ld	(hl), #0x04
;src/game.c:1360: entities[0].x = 42;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x2a
00409$:
;src/game.c:1362: playFX(8,28);
	ld	hl, #0x1c08
	push	hl
	call	_playFX
;src/game.c:1363: initScreen(2);
	ld	h,#0x02
	ex	(sp),hl
	inc	sp
	call	_initScreen
	inc	sp
00411$:
;src/game.c:1366: if (possibleActivity == ID_DIARY+4) {//Coger el metro
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x31
	jr	NZ,00416$
;src/game.c:1367: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1368: if (screen == 9) {
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x09
	jr	NZ,00413$
;src/game.c:1369: screen = 17;
	ld	0 (iy), #0x11
;src/game.c:1370: entities[0].x = 8;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x08
	jr	00414$
00413$:
;src/game.c:1373: screen = 9;
	ld	hl,#_screen + 0
	ld	(hl), #0x09
;src/game.c:1374: entities[0].x = 36;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x24
00414$:
;src/game.c:1376: playFX(8,28);
	ld	hl, #0x1c08
	push	hl
	call	_playFX
;src/game.c:1377: initScreen(2);
	ld	h,#0x02
	ex	(sp),hl
	inc	sp
	call	_initScreen
	inc	sp
00416$:
;src/game.c:1380: if (possibleActivity == ID_DIARY+5) {
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x32
	jr	NZ,00418$
;src/game.c:1381: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1382: eod = 0;
	ld	hl,#_eod + 0
	ld	(hl), #0x00
00418$:
;src/game.c:1385: if (possibleActivity == ID_DIARY+6) {//Usar Tren
	ld	a,(#_possibleActivity + 0)
	sub	a, #0x33
	jr	NZ,00420$
;src/game.c:1386: bonus = 0;
	ld	-8 (ix), #0x00
;src/game.c:1387: screen = 22;
	ld	hl,#_screen + 0
	ld	(hl), #0x16
;src/game.c:1388: entities[0].x = 18;
	ld	hl, #(_entities + 0x0001)
	ld	(hl), #0x12
;src/game.c:1389: entities[0].y = 136;
	ld	hl, #(_entities + 0x0002)
	ld	(hl), #0x88
;src/game.c:1390: playFX(8,28);
	ld	hl, #0x1c08
	push	hl
	call	_playFX
;src/game.c:1391: initScreen(2);
	ld	h,#0x02
	ex	(sp),hl
	inc	sp
	call	_initScreen
	inc	sp
00420$:
;src/game.c:1395: if (bonus) {
	ld	a, -8 (ix)
	or	a, a
	jr	Z,00422$
;src/game.c:1396: activities[possibleActivity]++;
	ld	bc, #_activities+0
	ld	hl, (_possibleActivity)
	ld	h, #0x00
	add	hl, bc
	ld	c, (hl)
	inc	c
	ld	(hl), c
;src/game.c:1397: updateEnergy(15);
	ld	a, #0x0f
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1398: playFX(3,59);
	ld	hl, #0x3b03
	push	hl
	call	_playFX
	pop	af
00422$:
;src/game.c:1402: if (possibleActivity >= ID_OBJECTS_ONCE && possibleActivity < ID_DIARY) { 
	ld	iy, #_possibleActivity
	ld	a, 0 (iy)
	sub	a, #0x24
	jr	C,00431$
	ld	a, 0 (iy)
	sub	a, #0x2d
	jr	NC,00431$
;src/game.c:1403: activities[ID_OBJECTS+(object-1)]=2; //El objeto ya no se puede volver a coger (valor 2 para que no vuelta a 0 con resetObjects
	ld	bc, #_activities+0
	ld	iy, #_object
	ld	a, 0 (iy)
	add	a, #0x33
	ld	l, a
	ld	h,#0x00
	add	hl, bc
	ld	(hl), #0x02
;src/game.c:1404: object = 0;
	ld	0 (iy), #0x00
;src/game.c:1405: activities[possibleActivity]++; //La actividad con el objeto ya no se puede repetir
	ld	hl, (_possibleActivity)
	ld	h, #0x00
	add	hl, bc
	ld	c, (hl)
	inc	c
	ld	(hl), c
;src/game.c:1406: renderItem();
	call	_renderItem
00431$:
	ld	sp, ix
	pop	ix
	ret
;src/game.c:1413: void collisions(){
;	---------------------------------
; Function collisions
; ---------------------------------
_collisions::
	call	___sdcc_enter_ix
	ld	hl, #-13
	add	hl, sp
	ld	sp, hl
;src/game.c:1417: for (i = 1; i < MAX_ENTITIES; i++) { //Sólo revisar colisión contra protagonista
	ld	-13 (ix), #0x01
00140$:
;src/game.c:1419: if (entities[i].id && entities[0].x + 3 > entities[i].x && entities[0].x < entities[i].x + entities[i].width 
	ld	c,-13 (ix)
	ld	b,#0x00
	ld	l, c
	ld	h, b
	add	hl, hl
	add	hl, hl
	add	hl, hl
	add	hl, bc
	add	hl, hl
	add	hl, bc
	ld	bc,#_entities
	add	hl,bc
;src/game.c:1426: if ( (entities[i].id == 1 && ((u16) entities[i].sprite_f1 == (u16) G_guard_f1))  // Guardia despierto
	ld	-2 (ix), l
	ld	-1 (ix), h
	ld	a, (hl)
;src/game.c:1419: if (entities[i].id && entities[0].x + 3 > entities[i].x && entities[0].x < entities[i].x + entities[i].width 
	ld	-3 (ix), a
	or	a, a
	jp	Z, 00141$
	ld	a,(#(_entities + 0x0001) + 0)
	ld	-4 (ix), a
	ld	c, a
	ld	b, #0x00
	ld	hl, #0x0003
	add	hl,bc
	ld	-6 (ix), l
	ld	-5 (ix), h
	ld	a, -2 (ix)
	add	a, #0x01
	ld	-8 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-7 (ix), a
;src/game.c:1428: if (entities[i].x > entities[0].x && entities[0].x > 4) {
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	a, (hl)
;src/game.c:1419: if (entities[i].id && entities[0].x + 3 > entities[i].x && entities[0].x < entities[i].x + entities[i].width 
	ld	-9 (ix), a
	ld	e, a
	ld	d, #0x00
	ld	a, e
	sub	a, -6 (ix)
	ld	a, d
	sbc	a, -5 (ix)
	jp	PO, 00245$
	xor	a, #0x80
00245$:
	jp	P, 00141$
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	push	bc
	ld	bc, #0x0008
	add	hl, bc
	pop	bc
	ld	l, (hl)
	ld	h, #0x00
	add	hl, de
	ld	a, c
	sub	a, l
	ld	a, b
	sbc	a, h
	jp	PO, 00246$
	xor	a, #0x80
00246$:
	jp	P, 00141$
;src/game.c:1420: && entities[0].y + 16 > entities[i].y && entities[0].y < entities[i].y + entities[i].height) {
	ld	hl, #_entities + 2
	ld	c, (hl)
	ld	b, #0x00
	ld	hl, #0x0010
	add	hl,bc
	ld	-6 (ix), l
	ld	-5 (ix), h
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	inc	hl
	inc	hl
	ld	e, (hl)
	ld	d, #0x00
	ld	a, e
	sub	a, -6 (ix)
	ld	a, d
	sbc	a, -5 (ix)
	jp	PO, 00247$
	xor	a, #0x80
00247$:
	jp	P, 00141$
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	push	bc
	ld	bc, #0x0007
	add	hl, bc
	pop	bc
	ld	l, (hl)
	ld	h, #0x00
	add	hl, de
	ld	a, c
	sub	a, l
	ld	a, b
	sbc	a, h
	jp	PO, 00248$
	xor	a, #0x80
00248$:
	jp	P, 00141$
;src/game.c:1421: restar = 1;
	ld	-12 (ix), #0x01
;src/game.c:1423: if ( entities[i].id == 1 && ((u16) entities[i].sprite_f1 == (u16) G_guard_f2))  // Guardia dormido
	ld	a, -3 (ix)
	dec	a
	jr	NZ,00249$
	ld	a,#0x01
	jr	00250$
00249$:
	xor	a,a
00250$:
	ld	d, a
	ld	a, -2 (ix)
	add	a, #0x0d
	ld	-6 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-5 (ix), a
	ld	a, d
	or	a, a
	jr	Z,00102$
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	c, (hl)
	inc	hl
	ld	b, (hl)
	ld	-11 (ix), #<(_G_guard_f2)
	ld	-10 (ix), #>(_G_guard_f2)
	ld	a, c
	sub	a, -11 (ix)
	jr	NZ,00102$
	ld	a, b
	sub	a, -10 (ix)
	jr	NZ,00102$
;src/game.c:1424: restar = 0;
	ld	-12 (ix), #0x00
00102$:
;src/game.c:1426: if ( (entities[i].id == 1 && ((u16) entities[i].sprite_f1 == (u16) G_guard_f1))  // Guardia despierto
	ld	a, d
	or	a, a
	jr	Z,00113$
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	c, (hl)
	inc	hl
	ld	b, (hl)
	ld	de, #_G_guard_f1
	ld	a, c
	sub	a, e
	jr	NZ,00253$
	ld	a, b
	sub	a, d
	jr	Z,00110$
00253$:
00113$:
;src/game.c:1427: || (entities[i].id == 6) ){													//Abuela  
	ld	a, -3 (ix)
	sub	a, #0x06
	jr	NZ,00111$
00110$:
;src/game.c:1428: if (entities[i].x > entities[0].x && entities[0].x > 4) {
	ld	a, -4 (ix)
	sub	a, -9 (ix)
	jr	NC,00105$
	ld	a, #0x04
	sub	a, -4 (ix)
	jr	NC,00105$
;src/game.c:1429: entities[0].x = entities[0].x - 4;
	ld	a, -4 (ix)
	add	a, #0xfc
	ld	(#(_entities + 0x0001)),a
00105$:
;src/game.c:1431: if (entities[i].x < entities[0].x && entities[0].x < 59) {
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	a, (hl)
;src/game.c:1419: if (entities[i].id && entities[0].x + 3 > entities[i].x && entities[0].x < entities[i].x + entities[i].width 
	ld	hl, #(_entities + 0x0001) + 0
	ld	c, (hl)
;src/game.c:1431: if (entities[i].x < entities[0].x && entities[0].x < 59) {
	sub	a, c
	jr	NC,00111$
;src/game.c:1432: entities[0].x = entities[0].x + 4;
	ld	a,c
	cp	a,#0x3b
	jr	NC,00111$
	add	a, #0x04
	ld	(#(_entities + 0x0001)),a
00111$:
;src/game.c:1437: if (entities[i].id == 8 && object!= 0) { //Ladrón quita objeto
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x08
	jr	NZ,00115$
	ld	iy, #_object
	ld	a, 0 (iy)
	or	a, a
	jr	Z,00115$
;src/game.c:1438: object = 0;
	ld	0 (iy), #0x00
;src/game.c:1439: resetObjects();
	call	_resetObjects
;src/game.c:1440: renderItem();
	call	_renderItem
00115$:
;src/game.c:1444: if (entities[i].id == 11) { //Gotas mágicas
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x0b
	jr	NZ,00118$
;src/game.c:1445: restar = 2;
	ld	-12 (ix), #0x02
;src/game.c:1446: entities[i].data1 = 1;
	ld	a, -2 (ix)
	add	a, #0x09
	ld	l, a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	h, a
	ld	(hl), #0x01
;src/game.c:1447: dropsCollected++;
	ld	hl, #_dropsCollected+0
	inc	(hl)
00118$:
;src/game.c:1426: if ( (entities[i].id == 1 && ((u16) entities[i].sprite_f1 == (u16) G_guard_f1))  // Guardia despierto
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	c, (hl)
;src/game.c:1450: if (entities[i].id == 12) { //Pelota baloncesto
	ld	a, c
	sub	a, #0x0c
	jr	NZ,00120$
;src/game.c:1451: restar = 0;
	ld	-12 (ix), #0x00
00120$:
;src/game.c:1454: if (entities[i].id > 240 ) { //Secundarios (sin máscara) que no afectan al protagonista
	ld	a, #0xf0
	sub	a, c
	jr	NC,00122$
;src/game.c:1455: restar = 0;
	ld	-12 (ix), #0x00
00122$:
;src/game.c:1458: if (restar == 1) { //Colisión con secundario enemigo
	ld	a, -12 (ix)
	dec	a
	jr	NZ,00124$
;src/game.c:1459: updateEnergy (-1);	
	ld	a, #0xff
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1460: playFX(1,57);
	ld	hl, #0x3901
	push	hl
	call	_playFX
	pop	af
00124$:
;src/game.c:1463: if (restar == 2) {
	ld	a, -12 (ix)
	sub	a, #0x02
	jr	NZ,00141$
;src/game.c:1464: updateEnergy (5);	
	ld	a, #0x05
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1465: playFX(7,69 + cpct_rand() % 30);
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x1e
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x45
	ld	b, a
	push	bc
	inc	sp
	ld	a, #0x07
	push	af
	inc	sp
	call	_playFX
	pop	af
00141$:
;src/game.c:1417: for (i = 1; i < MAX_ENTITIES; i++) { //Sólo revisar colisión contra protagonista
	inc	-13 (ix)
	ld	a, -13 (ix)
	sub	a, #0x05
	jp	C, 00140$
;src/game.c:1470: if (screen == 19) { // Si está en x=45
	ld	a,(#_screen + 0)
	sub	a, #0x13
	jr	NZ,00142$
;src/game.c:1471: if (entities[1].x >= 42 && entities[1].x <= 45 && hose > HOSE_MAX-20) {
	ld	hl, #_entities + 20
	ld	c, (hl)
	ld	a, c
	sub	a, #0x2a
	jr	C,00142$
	ld	a, #0x2d
	sub	a, c
	jr	C,00142$
	ld	a, #0xb4
	ld	iy, #_hose
	sub	a, 0 (iy)
	jr	NC,00142$
;src/game.c:1472: updateEnergy (20);	
	ld	a, #0x14
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1473: spiders++;
	ld	hl, #_spiders+0
	inc	(hl)
;src/game.c:1474: hose = HOSE_MAX - 20;
	ld	hl,#_hose + 0
	ld	(hl), #0xb4
;src/game.c:1475: entities[1].data1 = 1;
	ld	hl, #(_entities + 0x001c)
	ld	(hl), #0x01
00142$:
	ld	sp, ix
	pop	ix
	ret
;src/game.c:1480: void nextMove() {
;	---------------------------------
; Function nextMove
; ---------------------------------
_nextMove::
	call	___sdcc_enter_ix
	ld	hl, #-21
	add	hl, sp
	ld	sp, hl
;src/game.c:1483: for (i = 1; i < MAX_ENTITIES; i++) {
	ld	-21 (ix), #0x01
00224$:
;src/game.c:1484: if (entities[i].id) {
	ld	c,-21 (ix)
	ld	b,#0x00
	ld	l, c
	ld	h, b
	add	hl, hl
	add	hl, hl
	add	hl, hl
	add	hl, bc
	add	hl, hl
	add	hl, bc
	ld	bc,#_entities
	add	hl,bc
	ld	-2 (ix), l
	ld	-1 (ix), h
;src/game.c:1501: if (entities[i].x == entities[0].x && entities[i].movY == 0) {
;src/game.c:1502: entities[i].movX = entities[0].movX;
;src/game.c:1484: if (entities[i].id) {
	ld	a, (hl)
	or	a, a
	jp	Z, 00225$
;src/game.c:1519: entities[i].data1 = 20;
	ld	a, -2 (ix)
	add	a, #0x09
	ld	c, a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	b, a
;src/game.c:1485: entities[i].data1--;
	ld	a, (bc)
	add	a, #0xff
	ld	(bc), a
;src/game.c:1486: if (entities[i].id == 1) { //Dormir / Despertar guardia
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	e, (hl)
;src/game.c:1490: entities[i].sprite_f2 = (u8*) &G_guard_f3[0]; 
	ld	a, -2 (ix)
	add	a, #0x0f
	ld	-4 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-3 (ix), a
;src/game.c:1491: entities[i].sprite_f3 = (u8*) &G_guard_f2[0];
	ld	a, -2 (ix)
	add	a, #0x11
	ld	-6 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-5 (ix), a
;src/game.c:1554: entities[i].sprite_f1 = (u8*) &G_shark_f1[0]; 
	ld	a, -2 (ix)
	add	a, #0x0d
	ld	-8 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-7 (ix), a
;src/game.c:1486: if (entities[i].id == 1) { //Dormir / Despertar guardia
	dec	e
	jr	NZ,00107$
;src/game.c:1487: if (entities[i].data1 == 0) {
	ld	a, (bc)
	or	a, a
	jr	NZ,00107$
;src/game.c:1488: if((u16) entities[i].sprite_f1 == (u16) G_guard_f1) {
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	e, (hl)
	inc	hl
	ld	d, (hl)
	ld	-10 (ix), #<(_G_guard_f1)
	ld	-9 (ix), #>(_G_guard_f1)
	ld	a, e
	sub	a, -10 (ix)
	jr	NZ,00102$
	ld	a, d
	sub	a, -9 (ix)
	jr	NZ,00102$
;src/game.c:1489: entities[i].sprite_f1 = (u8*) &G_guard_f2[0]; 
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #<(_G_guard_f2)
	inc	hl
	ld	(hl), #>(_G_guard_f2)
;src/game.c:1490: entities[i].sprite_f2 = (u8*) &G_guard_f3[0]; 
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #<(_G_guard_f3)
	inc	hl
	ld	(hl), #>(_G_guard_f3)
;src/game.c:1491: entities[i].sprite_f3 = (u8*) &G_guard_f2[0];
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #<(_G_guard_f2)
	inc	hl
	ld	(hl), #>(_G_guard_f2)
	jr	00103$
00102$:
;src/game.c:1493: entities[i].sprite_f1 = (u8*) &G_guard_f1[0]; 
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #<(_G_guard_f1)
	inc	hl
	ld	(hl), #>(_G_guard_f1)
;src/game.c:1494: entities[i].sprite_f2 = (u8*) &G_guard_f1[0]; 
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #<(_G_guard_f1)
	inc	hl
	ld	(hl), #>(_G_guard_f1)
;src/game.c:1495: entities[i].sprite_f3 = (u8*) &G_guard_f1[0];
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #<(_G_guard_f1)
	inc	hl
	ld	(hl), #>(_G_guard_f1)
00103$:
;src/game.c:1497: entities[i].data1 = 60;
	ld	a, #0x3c
	ld	(bc), a
00107$:
;src/game.c:1500: if (entities[i].id == 4) { //Ataque en picado (Gaviota)
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	l, (hl)
;src/game.c:1501: if (entities[i].x == entities[0].x && entities[i].movY == 0) {
	ld	a, -2 (ix)
	add	a, #0x04
	ld	e, a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	d, a
;src/game.c:1502: entities[i].movX = entities[0].movX;
	ld	a, -2 (ix)
	add	a, #0x03
	ld	-10 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-9 (ix), a
;src/game.c:1506: if (entities[i].movY == 1 && entities[i].y == (156 - entities[i].height)) {
	ld	a, -2 (ix)
	add	a, #0x02
	ld	-12 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-11 (ix), a
;src/game.c:1569: entities[i].x = 24;
	ld	a, -2 (ix)
	add	a, #0x01
	ld	-14 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-13 (ix), a
;src/game.c:1500: if (entities[i].id == 4) { //Ataque en picado (Gaviota)
	ld	a, l
	sub	a, #0x04
	jp	NZ,00118$
;src/game.c:1501: if (entities[i].x == entities[0].x && entities[i].movY == 0) {
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	ld	-15 (ix), a
	ld	a,(#(_entities + 0x0001) + 0)
	ld	-16 (ix), a
	ld	a, -15 (ix)
	sub	a, -16 (ix)
	jr	NZ,00109$
	ld	a, (de)
	or	a, a
	jr	NZ,00109$
;src/game.c:1502: entities[i].movX = entities[0].movX;
	ld	a, (#(_entities + 0x0003) + 0)
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), a
;src/game.c:1503: entities[i].movY = 1;
	ld	a, #0x01
	ld	(de), a
00109$:
;src/game.c:1506: if (entities[i].movY == 1 && entities[i].y == (156 - entities[i].height)) {
	ld	a, (de)
	dec	a
	jr	NZ,00112$
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	ld	-16 (ix), a
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	push	bc
	ld	bc, #0x0007
	add	hl, bc
	pop	bc
	ld	l, (hl)
	ld	h, #0x00
	ld	a, #0x9c
	sub	a, l
	ld	-18 (ix), a
	ld	a, #0x00
	sbc	a, h
	ld	-17 (ix), a
	ld	a, -16 (ix)
	ld	-20 (ix), a
	ld	-19 (ix), #0x00
	ld	a, -18 (ix)
	sub	a, -20 (ix)
	jr	NZ,00112$
	ld	a, -17 (ix)
	sub	a, -19 (ix)
	jr	NZ,00112$
;src/game.c:1507: entities[i].movX =  0;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x00
;src/game.c:1508: entities[i].movY = -1;
	ld	a, #0xff
	ld	(de), a
00112$:
;src/game.c:1511: if (entities[i].y == 72 && entities[i].movY == -1) {
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	sub	a, #0x48
	jr	NZ,00118$
	ld	a, (de)
	inc	a
	jr	NZ,00118$
;src/game.c:1512: entities[i].movY = 0;
	xor	a, a
	ld	(de), a
;src/game.c:1513: entities[i].movX = 1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x01
00118$:
;src/game.c:1516: if (entities[i].id == 6) { //abalanzarse horizontal y pararse
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x06
	jr	NZ,00128$
;src/game.c:1517: if (entities[i].x == 36 && entities[i].movX != 0) {
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	sub	a, #0x24
	jr	NZ,00120$
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	a, (hl)
	or	a, a
	jr	Z,00120$
;src/game.c:1518: entities[i].movX = 0;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x00
;src/game.c:1519: entities[i].data1 = 20;
	ld	a, #0x14
	ld	(bc), a
00120$:
;src/game.c:1522: if (entities[i].data1 == 0) {
	ld	a, (bc)
	or	a, a
	jr	NZ,00128$
;src/game.c:1523: if (entities[i].x > entities[0].x)
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	ld	-20 (ix), a
	ld	a,(#(_entities + 0x0001) + 0)
	sub	a, -20 (ix)
	jr	NC,00123$
;src/game.c:1524: entities[i].movX = -1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0xff
	jr	00128$
00123$:
;src/game.c:1526: entities[i].movX = 1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x01
00128$:
;src/game.c:1529: if (entities[i].id == 3) { //movimiento aleatorio (Moscas)
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x03
	jr	NZ,00135$
;src/game.c:1530: if (entities[i].data1 == 0) {
	ld	a, (bc)
	or	a, a
	jr	NZ,00135$
;src/game.c:1531: j = cpct_rand() % 6;
	push	bc
	push	de
	call	_cpct_getRandom_mxor_u8
	ld	h, l
	ld	a, #0x06
	push	af
	inc	sp
	push	hl
	inc	sp
	call	__moduchar
	pop	af
	pop	de
	pop	bc
;src/game.c:1532: if (j > 2)
	ld	a, #0x02
	sub	a, l
	jr	NC,00130$
;src/game.c:1533: entities[i].movX = j - 4;
	ld	a, l
	add	a, #0xfc
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), a
	jr	00131$
00130$:
;src/game.c:1535: entities[i].movY = j - 1;
	ld	a, l
	add	a, #0xff
	ld	(de), a
00131$:
;src/game.c:1537: entities[i].data1 = 20;
	ld	a, #0x14
	ld	(bc), a
00135$:
;src/game.c:1540: if (entities[i].id == 5 || entities[i].id == 8 ) { //saltar
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	cp	a, #0x05
	jr	Z,00142$
	sub	a, #0x08
	jr	NZ,00143$
00142$:
;src/game.c:1541: if (entities[i].data1 == 0 && !entities[i].jumping && !entities[i].falling)  {
	ld	a, (bc)
	or	a, a
	jr	NZ,00143$
	ld	iy, #0x000b
	push	bc
	ld	c,-2 (ix)
	ld	b,-1 (ix)
	add	iy, bc
	pop	bc
	ld	a, 0 (iy)
	or	a, a
	jr	NZ,00143$
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	push	bc
	ld	bc, #0x000a
	add	hl, bc
	pop	bc
	ld	a, (hl)
	or	a, a
	jr	NZ,00143$
;src/game.c:1542: entities[i].jumping = 1;
	ld	0 (iy), #0x01
;src/game.c:1543: entities[i].data1 = 60;
	ld	a, #0x3c
	ld	(bc), a
;src/game.c:1544: if (entities[i].id == 8) {
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x08
	jr	NZ,00143$
;src/game.c:1545: entities[i].data1 = 30 + (cpct_rand() % 10);
	push	bc
	push	de
	call	_cpct_getRandom_mxor_u8
	ld	h, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	hl
	inc	sp
	call	__moduchar
	pop	af
	pop	de
	pop	bc
	ld	a, l
	add	a, #0x1e
	ld	(bc), a
00143$:
;src/game.c:1551: if (entities[i].id == 9) { //Tiburón
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x09
	jr	NZ,00150$
;src/game.c:1552: if (entities[i].x == 14) {
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	sub	a, #0x0e
	jr	NZ,00146$
;src/game.c:1553: entities[i].movX = 1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x01
;src/game.c:1554: entities[i].sprite_f1 = (u8*) &G_shark_f1[0]; 
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #<(_G_shark_f1)
	inc	hl
	ld	(hl), #>(_G_shark_f1)
;src/game.c:1555: entities[i].sprite_f2 = (u8*) &G_shark_f1[0]; 
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #<(_G_shark_f1)
	inc	hl
	ld	(hl), #>(_G_shark_f1)
;src/game.c:1556: entities[i].sprite_f3 = (u8*) &G_shark_f1[0]; 
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #<(_G_shark_f1)
	inc	hl
	ld	(hl), #>(_G_shark_f1)
00146$:
;src/game.c:1558: if (entities[i].x == 48) {
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	sub	a, #0x30
	jr	NZ,00150$
;src/game.c:1559: entities[i].movX = -1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0xff
;src/game.c:1560: entities[i].sprite_f1 = (u8*) &G_shark_f2[0]; 
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #<(_G_shark_f2)
	inc	hl
	ld	(hl), #>(_G_shark_f2)
;src/game.c:1561: entities[i].sprite_f2 = (u8*) &G_shark_f2[0]; 
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #<(_G_shark_f2)
	inc	hl
	ld	(hl), #>(_G_shark_f2)
;src/game.c:1562: entities[i].sprite_f3 = (u8*) &G_shark_f2[0]; 
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #<(_G_shark_f2)
	inc	hl
	ld	(hl), #>(_G_shark_f2)
00150$:
;src/game.c:1565: if (entities[i].id == 11) { //Gotas Lluvia
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x0b
	jp	NZ,00166$
;src/game.c:1566: if (entities[i].data1 == 0) {
	ld	a, (bc)
	or	a, a
	jp	NZ, 00166$
;src/game.c:1567: j = cpct_rand() % 6;
	push	bc
	push	de
	call	_cpct_getRandom_mxor_u8
	ld	h, l
	ld	a, #0x06
	push	af
	inc	sp
	push	hl
	inc	sp
	call	__moduchar
	pop	af
	pop	de
	pop	bc
	ld	a, l
;src/game.c:1568: if (j == 0) {
	or	a, a
	jr	NZ,00152$
;src/game.c:1569: entities[i].x = 24;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x18
;src/game.c:1570: entities[i].y = 84;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x54
00152$:
;src/game.c:1572: if (j == 1) {
	cp	a, #0x01
	jr	NZ,00154$
;src/game.c:1573: entities[i].x = 30;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x1e
;src/game.c:1574: entities[i].y = 76;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x4c
00154$:
;src/game.c:1576: if (j == 2) {
	cp	a, #0x02
	jr	NZ,00156$
;src/game.c:1577: entities[i].x = 36;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x24
;src/game.c:1578: entities[i].y = 76;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x4c
00156$:
;src/game.c:1580: if (j == 3) {
	cp	a, #0x03
	jr	NZ,00158$
;src/game.c:1581: entities[i].x = 42;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x2a
;src/game.c:1582: entities[i].y = 68;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x44
00158$:
;src/game.c:1584: if (j == 4) {
	cp	a, #0x04
	jr	NZ,00160$
;src/game.c:1585: entities[i].x = 48;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x30
;src/game.c:1586: entities[i].y = 60;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x3c
00160$:
;src/game.c:1588: if (j == 5) {
	sub	a, #0x05
	jr	NZ,00162$
;src/game.c:1589: entities[i].x = 54;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x36
;src/game.c:1590: entities[i].y = 52;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x34
00162$:
;src/game.c:1592: entities[i].movY = 1;
	ld	a, #0x01
	ld	(de), a
;src/game.c:1594: entities[i].data1 = 100; //La condición de fin será el tocar tierra. Se pone un valor muy alto por si acaso
	ld	a, #0x64
	ld	(bc), a
00166$:
;src/game.c:1597: if (entities[i].id == 13) { //Abejas
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x0d
	jr	NZ,00183$
;src/game.c:1598: if (entities[i].movX == 0 && entities[i].movY == 1){
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	a, (hl)
	or	a, a
	jr	NZ,00168$
	ld	a, (de)
	dec	a
	jr	NZ,00168$
;src/game.c:1600: entities[i].movY = 0;
	xor	a, a
	ld	(de), a
00168$:
;src/game.c:1602: if (entities[i].movX == 0 && entities[i].movY == -1){
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	a, (hl)
	or	a, a
	jr	NZ,00171$
	ld	a, (de)
	inc	a
	jr	NZ,00171$
;src/game.c:1604: entities[i].movY = 1;
	ld	a, #0x01
	ld	(de), a
00171$:
;src/game.c:1606: if (entities[i].movX == 1 && entities[i].movY == 0){
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	l, (hl)
	dec	l
	jr	NZ,00174$
	ld	a, (de)
	or	a, a
	jr	NZ,00174$
;src/game.c:1607: entities[i].movX = 0;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x00
;src/game.c:1608: entities[i].movY = -1;
	ld	a, #0xff
	ld	(de), a
00174$:
;src/game.c:1610: if (entities[i].movX == -1 && entities[i].movY == 0){
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	l, (hl)
	inc	l
	jr	NZ,00177$
	ld	a, (de)
	or	a, a
	jr	NZ,00177$
;src/game.c:1611: entities[i].movX = 1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x01
00177$:
;src/game.c:1614: if (entities[i].movX == 0 && entities[i].movY == 0){
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	a, (hl)
	or	a, a
	jr	NZ,00183$
	ld	a, (de)
	or	a, a
	jr	NZ,00183$
;src/game.c:1615: entities[i].movX = -1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0xff
00183$:
;src/game.c:1620: if (entities[i].id == 242) { //Arañas
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0xf2
	jp	NZ,00195$
;src/game.c:1621: if (entities[i].data1 == 0) {
	ld	a, (bc)
	or	a, a
	jr	NZ,00185$
;src/game.c:1622: entities[i].x = 33 + cpct_rand() % 22;
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x16
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, #0x21
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), a
;src/game.c:1623: entities[i].y = 80 + (cpct_rand() % 10)*4;
	call	_cpct_getRandom_mxor_u8
	ld	b, l
	ld	a, #0x0a
	push	af
	inc	sp
	push	bc
	inc	sp
	call	__moduchar
	pop	af
	ld	a, l
	add	a, a
	add	a, a
	add	a, #0x50
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
00185$:
;src/game.c:1626: entities[i].x = entities[i].x + (cpct_rand() % 3) - 1;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	c, (hl)
	push	bc
	call	_cpct_getRandom_mxor_u8
	ld	d, l
	ld	a, #0x03
	push	af
	inc	sp
	push	de
	inc	sp
	call	__moduchar
	pop	af
	pop	bc
	add	hl, bc
	ld	c, l
	dec	c
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), c
;src/game.c:1627: entities[i].y = entities[i].y + ((cpct_rand() % 3) - 1) * 4;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	c, (hl)
	push	bc
	call	_cpct_getRandom_mxor_u8
	ld	d, l
	ld	a, #0x03
	push	af
	inc	sp
	push	de
	inc	sp
	call	__moduchar
	pop	af
	pop	bc
	dec	l
	ld	a, l
	add	a, a
	add	a, a
	add	a,c
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
;src/game.c:1629: if (entities[i].x < 32)
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	sub	a, #0x20
	jr	NC,00187$
;src/game.c:1630: entities[i].x = 32;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x20
00187$:
;src/game.c:1631: if (entities[i].x > 54)
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	c, (hl)
	ld	a, #0x36
	sub	a, c
	jr	NC,00189$
;src/game.c:1632: entities[i].x = 54;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x36
00189$:
;src/game.c:1627: entities[i].y = entities[i].y + ((cpct_rand() % 3) - 1) * 4;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
;src/game.c:1633: if (entities[i].y < 80)
	cp	a, #0x50
	jr	NC,00191$
;src/game.c:1634: entities[i].y = entities[i].y + 4;
	add	a, #0x04
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
00191$:
;src/game.c:1627: entities[i].y = entities[i].y + ((cpct_rand() % 3) - 1) * 4;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	c, (hl)
;src/game.c:1635: if (entities[i].y > 120)
	ld	a, #0x78
	sub	a, c
	jr	NC,00195$
;src/game.c:1636: entities[i].y = entities[i].y - 4;
	ld	a, c
	add	a, #0xfc
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
00195$:
;src/game.c:1638: if (entities[i].id == 240) { //Space Invaders
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0xf0
	jr	NZ,00225$
;src/game.c:1639: if (entities[i].x == 4 || entities[i].x == 58){
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	cp	a, #0x04
	jr	Z,00199$
	sub	a, #0x3a
	jr	NZ,00225$
00199$:
;src/game.c:1640: if (entities[i].y == 92) {
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	cp	a, #0x5c
	jr	NZ,00197$
;src/game.c:1641: entities[i].x = 5;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	(hl), #0x05
;src/game.c:1642: entities[i].y = 44;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), #0x2c
;src/game.c:1643: entities[i].movX = 1;
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	(hl), #0x01
	jr	00225$
00197$:
;src/game.c:1645: entities[i].y = entities[i].y + 8;					
	add	a, #0x08
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
00225$:
;src/game.c:1483: for (i = 1; i < MAX_ENTITIES; i++) {
	inc	-21 (ix)
	ld	a, -21 (ix)
	sub	a, #0x05
	jp	C, 00224$
;src/game.c:1653: j = cpct_rand();
	call	_cpct_getRandom_mxor_u8
	ld	c, l
;src/game.c:1654: if ((screen % 4 == 0) || (screen >= 11 && screen <= 14) || screen == 14 || screen == 18 || screen == 21)
	ld	a,(#_screen + 0)
	and	a, #0x03
	jr	Z,00207$
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x0b
	jr	C,00211$
	ld	a, #0x0e
	sub	a, 0 (iy)
	jr	NC,00207$
00211$:
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x0e
	jr	Z,00207$
	ld	a, 0 (iy)
	sub	a, #0x12
	jr	Z,00207$
	ld	a, 0 (iy)
	sub	a, #0x15
	jr	NZ,00208$
00207$:
;src/game.c:1655: j = 1;
	ld	c, #0x01
00208$:
;src/game.c:1657: if (!entities[MAX_ENTITIES-1].id && j == 0)
	ld	a, (#_entities + 76)
	or	a,a
	jr	NZ,00215$
	or	a,c
	jr	NZ,00215$
;src/game.c:1658: createRandomStreetElement();
	call	_createRandomStreetElement
00215$:
;src/game.c:1661: if (screen == 20) { //Viento
	ld	a,(#_screen + 0)
	sub	a, #0x14
	jr	NZ,00226$
;src/game.c:1662: i = 12;
	ld	b, #0x0c
;src/game.c:1663: if (hour < 16) {
	ld	a,(#_hour + 0)
	sub	a, #0x10
	jr	NC,00218$
;src/game.c:1664: i = 4;
	ld	b, #0x04
00218$:
;src/game.c:1666: if (entities[0].x > 8 && (cpct_rand() % i == 0)) {
	ld	hl, #(_entities + 0x0001) + 0
	ld	c, (hl)
	ld	a, #0x08
	sub	a, c
	jr	NC,00226$
	push	bc
	call	_cpct_getRandom_mxor_u8
	ld	d, l
	pop	bc
	ld	c, d
	push	bc
	call	__moduchar
	pop	af
	ld	a, l
	or	a, a
	jr	NZ,00226$
;src/game.c:1667: entities[0].movX = - 2;
	ld	hl, #(_entities + 0x0003)
	ld	(hl), #0xfe
00226$:
	ld	sp, ix
	pop	ix
	ret
;src/game.c:1672: void movementsAllowed() {
;	---------------------------------
; Function movementsAllowed
; ---------------------------------
_movementsAllowed::
	call	___sdcc_enter_ix
	ld	hl, #-26
	add	hl, sp
	ld	sp, hl
;src/game.c:1675: for (i = 0; i < MAX_ENTITIES; i++) {
	ld	-26 (ix), #0x00
00160$:
;src/game.c:1676: if (entities[i].jumping) { 
	ld	c,-26 (ix)
	ld	b,#0x00
	ld	l, c
	ld	h, b
	add	hl, hl
	add	hl, hl
	add	hl, hl
	add	hl, bc
	add	hl, hl
	add	hl, bc
;src/game.c:1685: if (entities[i].id) { //Para entidades vivas 
	ld	bc,#_entities
	add	hl,bc
	ld	-2 (ix), l
	ld	-1 (ix), h
;src/game.c:1676: if (entities[i].jumping) { 
	ld	a, -2 (ix)
	add	a, #0x0b
	ld	-4 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-3 (ix), a
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	c, (hl)
;src/game.c:1677: entities[i].movY = jumpTable[entities[i].jumping-1];
	ld	a, -2 (ix)
	add	a, #0x04
	ld	-6 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-5 (ix), a
;src/game.c:1676: if (entities[i].jumping) { 
	ld	a, c
	or	a, a
	jr	Z,00105$
;src/game.c:1677: entities[i].movY = jumpTable[entities[i].jumping-1];
	dec	c
	ld	hl, #_jumpTable
	ld	b, #0x00
	add	hl, bc
	ld	c, (hl)
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), c
;src/game.c:1678: if (entities[i].jumping == 16) //fin de salto
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	a, (hl)
	cp	a, #0x10
	jr	NZ,00102$
;src/game.c:1679: entities[i].jumping = 0;
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #0x00
	jr	00105$
00102$:
;src/game.c:1681: entities[i].jumping++;
	inc	a
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), a
00105$:
;src/game.c:1684: colision = 0;
	ld	-25 (ix), #0x00
;src/game.c:1685: if (entities[i].id) { //Para entidades vivas 
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	or	a, a
	jp	Z, 00161$
;src/game.c:1716: if ((entities[i].jumping || entities[i].falling) && entities[i].movY == 1 
	ld	a, -2 (ix)
	add	a, #0x0a
	ld	-8 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-7 (ix), a
;src/game.c:1688: entities[i].falling = 0;
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #0x00
;src/game.c:1689: if (entities[i].properties & mask_jump) { //Entidades que pueden saltar
	ld	a, -2 (ix)
	add	a, #0x0c
	ld	-10 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-9 (ix), a
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	c, (hl)
;src/game.c:1690: if (!entities[i].jumping && !typeOfTile(tileValue(entities[i].x,entities[i].y+17))
	ld	a, -2 (ix)
	add	a, #0x02
	ld	-12 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-11 (ix), a
	ld	a, -2 (ix)
	add	a, #0x01
	ld	-14 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-13 (ix), a
;src/game.c:1689: if (entities[i].properties & mask_jump) { //Entidades que pueden saltar
	bit	1, c
	jr	Z,00111$
;src/game.c:1690: if (!entities[i].jumping && !typeOfTile(tileValue(entities[i].x,entities[i].y+17))
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	a, (hl)
	or	a, a
	jr	NZ,00111$
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	add	a, #0x11
	ld	d, a
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	e, (hl)
	push	de
	call	_tileValue
	pop	af
	ld	b, l
	push	bc
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	a, l
	or	a, a
	jr	NZ,00111$
;src/game.c:1691: && !typeOfTile(tileValue(entities[i].x+2,entities[i].y+17)) ){
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	add	a, #0x11
	ld	d, a
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	b, (hl)
	inc	b
	inc	b
	ld	e, b
	push	de
	call	_tileValue
	pop	af
	ld	b, l
	push	bc
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	a, l
	or	a, a
	jr	NZ,00111$
;src/game.c:1692: entities[i].y = entities[i].y + 4;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	a, (hl)
	add	a, #0x04
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), a
;src/game.c:1693: entities[i].falling = 1;
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #0x01
00111$:
;src/game.c:1697: x = entities[i].x;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, (hl)
	ld	-24 (ix), a
;src/game.c:1698: y = entities[i].y;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	c, (hl)
;src/game.c:1700: if (/*i == 0 ||*/ entities[i].movY || entities[i].movX) {
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	a, (hl)
	ld	-15 (ix), a
	ld	a, -2 (ix)
	add	a, #0x03
	ld	-17 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-16 (ix), a
	ld	a, -15 (ix)
	or	a, a
	jr	NZ,00154$
	ld	l,-17 (ix)
	ld	h,-16 (ix)
	ld	a, (hl)
	or	a, a
	jp	Z, 00161$
00154$:
;src/game.c:1702: if (entities[i].movY == -1) {
	ld	a, -15 (ix)
	inc	a
	jr	NZ,00113$
;src/game.c:1703: y = y - 4;
	ld	a, c
	add	a, #0xfc
	ld	c, a
00113$:
;src/game.c:1706: if (entities[i].movY == 1) {
	ld	a, -15 (ix)
	dec	a
	jr	NZ,00286$
	ld	a,#0x01
	jr	00287$
00286$:
	xor	a,a
00287$:
	ld	b,a
	or	a, a
	jr	Z,00115$
;src/game.c:1707: y = y + 4;
	inc	c
	inc	c
	inc	c
	inc	c
00115$:
;src/game.c:1710: if (entities[i].properties & mask_half_speed && entities[i].data1 % 2)
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	e, (hl)
	ld	a, -2 (ix)
	add	a, #0x09
	ld	-19 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-18 (ix), a
	bit	3, e
	jr	Z,00117$
	ld	l,-19 (ix)
	ld	h,-18 (ix)
	ld	d, (hl)
	push	bc
	ld	a, #0x02
	push	af
	inc	sp
	push	de
	inc	sp
	call	__moduschar
	pop	af
	pop	bc
	ld	a, l
	or	a, a
	jr	NZ,00118$
00117$:
;src/game.c:1713: x = x + entities[i].movX;
	ld	l,-17 (ix)
	ld	h,-16 (ix)
	ld	e, (hl)
	ld	l, -24 (ix)
	add	hl, de
	ld	-24 (ix), l
00118$:
;src/game.c:1716: if ((entities[i].jumping || entities[i].falling) && entities[i].movY == 1 
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	a, (hl)
	or	a, a
	jr	NZ,00123$
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	a, (hl)
	or	a, a
	jr	Z,00121$
00123$:
	ld	a, b
	or	a, a
	jr	Z,00121$
;src/game.c:1717: && (typeOfTile(tileValue(x,y + 15)) == 1 || typeOfTile(tileValue(x + 2,y + 15)) == 1 )) {
	ld	a, c
	add	a, #0x0f
	ld	b, a
	push	bc
	push	bc
	inc	sp
	ld	a, -24 (ix)
	push	af
	inc	sp
	call	_tileValue
	pop	af
	ld	d, l
	push	de
	inc	sp
	call	_typeOfTile
	inc	sp
	pop	bc
	dec	l
	jr	Z,00120$
	ld	d, -24 (ix)
	inc	d
	inc	d
	push	bc
	ld	c, d
	push	bc
	call	_tileValue
	pop	af
	ld	d, l
	push	de
	inc	sp
	call	_typeOfTile
	inc	sp
	pop	bc
	dec	l
	jr	NZ,00121$
00120$:
;src/game.c:1718: entities[i].jumping = 0;
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #0x00
;src/game.c:1719: y = y - 4;
	ld	a, c
	add	a, #0xfc
	ld	c, a
;src/game.c:1720: entities[i].movY = 0;
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #0x00
00121$:
;src/game.c:1724: if (x == 0 || x == (66 - entities[i].width) || y == 0)
	ld	a, -2 (ix)
	add	a, #0x08
	ld	-21 (ix), a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	-20 (ix), a
	ld	a, -24 (ix)
	or	a, a
	jr	Z,00126$
	ld	l,-21 (ix)
	ld	h,-20 (ix)
	ld	b, (hl)
	ld	e, #0x00
	ld	a, #0x42
	sub	a, b
	ld	-23 (ix), a
	ld	a, #0x00
	sbc	a, e
	ld	-22 (ix), a
	ld	b, -24 (ix)
	ld	e, #0x00
	ld	a, -23 (ix)
	sub	a, b
	jr	NZ,00292$
	ld	a, -22 (ix)
	sub	a, e
	jr	Z,00126$
00292$:
	ld	a, c
	or	a, a
	jr	NZ,00127$
00126$:
;src/game.c:1725: colision = 1;
	ld	-25 (ix), #0x01
00127$:
;src/game.c:1729: if (x == entities[i].x && y == entities[i].y && (!(entities[i].properties & mask_half_speed))) 
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	b, (hl)
	ld	a, -24 (ix)
	sub	a, b
	jr	NZ,00131$
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	b, (hl)
	ld	a, c
	sub	a, b
	jr	NZ,00131$
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	b, (hl)
	bit	3, b
	jr	NZ,00131$
;src/game.c:1730: colision = 1;
	ld	-25 (ix), #0x01
00131$:
;src/game.c:1732: if (!colision) {
	ld	a, -25 (ix)
	or	a, a
	jp	NZ, 00140$
;src/game.c:1737: maximo ( typeOfTile(tileValue(x,y + entities[i].height-4)) ,  typeOfTile(tileValue(x + entities[i].width-1,y + entities[i].height-4)) )
	ld	a, -2 (ix)
	add	a, #0x07
	ld	e, a
	ld	a, -1 (ix)
	adc	a, #0x00
	ld	d, a
	ld	a, (de)
	ld	l, a
	add	hl, bc
	ld	a, l
	add	a, #0xfc
	ld	b, a
	ld	l,-21 (ix)
	ld	h,-20 (ix)
	ld	l, (hl)
	ld	a, -24 (ix)
	add	a, l
	add	a, #0xff
	push	bc
	push	de
	push	bc
	inc	sp
	push	af
	inc	sp
	call	_tileValue
	pop	af
	ld	h, l
	push	hl
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	b, l
	pop	de
	ld	a, b
	pop	bc
	ld	b, a
	ld	a, (de)
	ld	l, a
	add	hl, bc
	ld	a, l
	add	a, #0xfc
	ld	d, a
	push	bc
	push	de
	inc	sp
	ld	a, -24 (ix)
	push	af
	inc	sp
	call	_tileValue
	pop	af
	ld	d, l
	push	de
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	d, l
	pop	bc
	push	bc
	ld	c, d
	push	bc
	call	_maximo
	pop	af
	ld	a, l
	pop	bc
	ld	b, a
;src/game.c:1736: maximo ( typeOfTile(tileValue(x,y ))                       ,  typeOfTile(tileValue(x + entities[i].width-1,y)) ) ,
	ld	l,-21 (ix)
	ld	h,-20 (ix)
	ld	e, (hl)
	ld	a, -24 (ix)
	add	a, e
	ld	d, a
	dec	d
	push	bc
	ld	a, c
	push	af
	inc	sp
	push	de
	inc	sp
	call	_tileValue
	pop	af
	ld	d, l
	push	de
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	h, l
	pop	bc
	push	hl
	push	bc
	ld	a, c
	push	af
	inc	sp
	ld	a, -24 (ix)
	push	af
	inc	sp
	call	_tileValue
	pop	af
	ld	d, l
	push	de
	inc	sp
	call	_typeOfTile
	inc	sp
	ld	d, l
	pop	bc
	pop	hl
	push	bc
	ld	l, d
	push	hl
	call	_maximo
	pop	af
	ld	d, l
	pop	bc
	push	bc
	ld	c, d
	push	bc
	call	_maximo
	pop	af
	pop	bc
;src/game.c:1740: if (colision == 1) { //Chocó contra plataforma y no contra sólido (2)
	ld	-25 (ix), l
	ld	a, l
	dec	a
	jr	NZ,00140$
;src/game.c:1741: if (entities[i].properties & mask_only_solids) //Para protagonista (id==64) o fantasma,moscas,.. no es colisión tocar tipo plataforma
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	bit	2, (hl)
	jr	Z,00135$
;src/game.c:1742: colision = 0; 
	ld	-25 (ix), #0x00
	jr	00140$
00135$:
;src/game.c:1744: colision = 1; 
	ld	-25 (ix), #0x01
00140$:
;src/game.c:1749: if (colision && entities[i].id == 11) { //Entidades que desaparecen al colisionar
	ld	a, -25 (ix)
	or	a, a
	jr	Z,00142$
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0x0b
	jr	NZ,00142$
;src/game.c:1750: entities[i].data1 = 1;  // Se marca para que se regenere
	ld	l,-19 (ix)
	ld	h,-18 (ix)
	ld	(hl), #0x01
00142$:
;src/game.c:1754: if (!colision || entities[i].id >= 250) {
	ld	a, -25 (ix)
	or	a, a
	jr	Z,00150$
	ld	l,-2 (ix)
	ld	h,-1 (ix)
	ld	a, (hl)
	sub	a, #0xfa
	jr	C,00151$
00150$:
;src/game.c:1755: entities[i].y = y;
	ld	l,-12 (ix)
	ld	h,-11 (ix)
	ld	(hl), c
;src/game.c:1756: entities[i].x = x;
	ld	l,-14 (ix)
	ld	h,-13 (ix)
	ld	a, -24 (ix)
	ld	(hl), a
	jr	00161$
00151$:
;src/game.c:1758: if (entities[i].jumping) { //cancelar salto
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	a, (hl)
	or	a, a
	jr	Z,00145$
;src/game.c:1759: entities[i].jumping = 0;
	ld	l,-4 (ix)
	ld	h,-3 (ix)
	ld	(hl), #0x00
;src/game.c:1760: entities[i].movY = 0;
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), #0x00
;src/game.c:1761: entities[i].falling = 1;
	ld	l,-8 (ix)
	ld	h,-7 (ix)
	ld	(hl), #0x01
00145$:
;src/game.c:1763: if (i>0) {//rebotar enemigos
	ld	a, -26 (ix)
	or	a, a
	jr	Z,00161$
;src/game.c:1764: entities[i].movY = entities[i].movY * -1;
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	c, (hl)
	xor	a, a
	sub	a, c
	ld	c, a
	ld	l,-6 (ix)
	ld	h,-5 (ix)
	ld	(hl), c
;src/game.c:1765: entities[i].movX = entities[i].movX * -1; 
	ld	l,-17 (ix)
	ld	h,-16 (ix)
	ld	c, (hl)
	xor	a, a
	sub	a, c
	ld	c, a
	ld	l,-17 (ix)
	ld	h,-16 (ix)
	ld	(hl), c
;src/game.c:1766: if (entities[i].properties & mask_flip) {
	ld	l,-10 (ix)
	ld	h,-9 (ix)
	ld	a, (hl)
	rrca
	jr	NC,00161$
;src/game.c:1767: cpct_hflipSpriteMaskedM0 (3, 16, bufferFrame1);
	ld	hl, #_bufferFrame1
	push	hl
	ld	hl, #0x1003
	push	hl
	call	_cpct_hflipSpriteMaskedM0
;src/game.c:1768: cpct_hflipSpriteMaskedM0 (3, 16, bufferFrame2);
	ld	hl, #_bufferFrame2
	push	hl
	ld	hl, #0x1003
	push	hl
	call	_cpct_hflipSpriteMaskedM0
00161$:
;src/game.c:1675: for (i = 0; i < MAX_ENTITIES; i++) {
	inc	-26 (ix)
	ld	a, -26 (ix)
	sub	a, #0x05
	jp	C, 00160$
	ld	sp, ix
	pop	ix
	ret
;src/game.c:1779: void nextScreen(){
;	---------------------------------
; Function nextScreen
; ---------------------------------
_nextScreen::
;src/game.c:1781: if (entities[0].x == 1) {
	ld	bc, #_entities + 1
	ld	a, (bc)
	dec	a
	jr	NZ,00107$
;src/game.c:1782: if (screen == 22)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x16
	jr	NZ,00102$
;src/game.c:1783: screen = 15;
	ld	0 (iy), #0x0f
	jr	00103$
00102$:
;src/game.c:1785: screen--;
	ld	hl, #_screen+0
	dec	(hl)
00103$:
;src/game.c:1787: if (screen == 255)
	ld	iy, #_screen
	ld	a, 0 (iy)
	inc	a
	jr	NZ,00105$
;src/game.c:1788: screen = 9;
	ld	0 (iy), #0x09
00105$:
;src/game.c:1789: entities[0].x = 59;
	ld	a, #0x3b
	ld	(bc), a
;src/game.c:1790: initScreen(-1);
	push	bc
	ld	a, #0xff
	push	af
	inc	sp
	call	_initScreen
	inc	sp
	pop	bc
00107$:
;src/game.c:1793: if (entities[0].x == 62) {
	ld	a, (bc)
	sub	a, #0x3e
	jr	NZ,00114$
;src/game.c:1794: if (screen == 22)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x16
	jr	NZ,00109$
;src/game.c:1795: screen = 15;
	ld	0 (iy), #0x0f
	jr	00110$
00109$:
;src/game.c:1797: screen++;
	ld	hl, #_screen+0
	inc	(hl)
00110$:
;src/game.c:1799: if (screen == 10)
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x0a
	jr	NZ,00112$
;src/game.c:1800: screen = 0;
	ld	0 (iy), #0x00
00112$:
;src/game.c:1801: entities[0].x = 6;
	ld	a, #0x06
	ld	(bc), a
;src/game.c:1802: initScreen(1);
	push	bc
	ld	a, #0x01
	push	af
	inc	sp
	call	_initScreen
	inc	sp
	pop	bc
00114$:
;src/game.c:1805: if (screen == 19 && entities[0].x <= 15 && entities[0].x >= 12 && entities[0].y == 136) { // Caída en el pozo
	ld	de, #_entities + 2
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x13
	jr	NZ,00116$
;src/game.c:1781: if (entities[0].x == 1) {
	ld	a, (bc)
	ld	l, a
;src/game.c:1805: if (screen == 19 && entities[0].x <= 15 && entities[0].x >= 12 && entities[0].y == 136) { // Caída en el pozo
	ld	a, #0x0f
	sub	a, l
	jr	C,00116$
	ld	a, l
	sub	a, #0x0c
	jr	C,00116$
	ld	a, (de)
	sub	a, #0x88
	jr	NZ,00116$
;src/game.c:1806: screen = 21;
	ld	0 (iy), #0x15
;src/game.c:1807: entities[0].x = 40;
	ld	a, #0x28
	ld	(bc), a
;src/game.c:1808: entities[0].y = 0;
	xor	a, a
	ld	(de), a
;src/game.c:1809: initScreen(2);
	push	bc
	push	de
	ld	a, #0x02
	push	af
	inc	sp
	call	_initScreen
	inc	sp
	pop	de
	pop	bc
00116$:
;src/game.c:1812: if (screen == 21 && entities[0].x >= 11 && entities[0].x <= 16 && entities[0].y == 4) { // Salida en el pozo
	ld	iy, #_screen
	ld	a, 0 (iy)
	sub	a, #0x15
	ret	NZ
;src/game.c:1781: if (entities[0].x == 1) {
	ld	a, (bc)
;src/game.c:1812: if (screen == 21 && entities[0].x >= 11 && entities[0].x <= 16 && entities[0].y == 4) { // Salida en el pozo
	ld	l,a
	sub	a, #0x0b
	ret	C
	ld	a, #0x10
	sub	a, l
	ret	C
	ld	a, (de)
	sub	a, #0x04
	ret	NZ
;src/game.c:1813: screen = 19;
	ld	0 (iy), #0x13
;src/game.c:1814: entities[0].x = 10;
	ld	a, #0x0a
	ld	(bc), a
;src/game.c:1815: entities[0].y = 124;
	ld	a, #0x7c
	ld	(de), a
;src/game.c:1816: initScreen(-2);
	ld	a, #0xfe
	push	af
	inc	sp
	call	_initScreen
	inc	sp
	ret
;src/game.c:1821: void ticClock(){
;	---------------------------------
; Function ticClock
; ---------------------------------
_ticClock::
;src/game.c:1824: if (clock % LOOPS_PER_HOUR == 0) { 
	ld	a,(#_clock + 0)
	or	a, a
	jp	NZ,00121$
;src/game.c:1826: hour = 7 + (clock/LOOPS_PER_HOUR);
	ld	a,(#_clock + 1)
	ld	hl, #_hour
	add	a, #0x07
	ld	(hl), a
;src/game.c:1828: if (hour % 2 == 1) {// Sólo quitar energía en horas impares
	ld	a,(#_hour + 0)
	and	a, #0x01
	dec	a
	jr	NZ,00104$
;src/game.c:1829: updateEnergy(-5);  
	ld	a, #0xfb
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1830: if (hour != 21) //No hacer sonar el FX cuando hay cambio de música
	ld	a,(#_hour + 0)
	sub	a, #0x15
	jr	Z,00104$
;src/game.c:1831: playFX(5,70);
	ld	hl, #0x4605
	push	hl
	call	_playFX
	pop	af
00104$:
;src/game.c:1834: if (hour == 10) 
	ld	a,(#_hour + 0)
	sub	a, #0x0a
	jr	NZ,00106$
;src/game.c:1835: *(u8*)&paletteM0[3] = HW_BRIGHT_CYAN;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x13
00106$:
;src/game.c:1837: if (hour == 12)
	ld	a,(#_hour + 0)
	sub	a, #0x0c
	jr	NZ,00108$
;src/game.c:1838: cpct_akp_musicInit((u8*) m_afternoon);
	ld	bc, #_m_afternoon+0
	push	bc
	call	_cpct_akp_musicInit
	pop	af
00108$:
;src/game.c:1840: if (hour == 16) {
	ld	a,(#_hour + 0)
	sub	a, #0x10
	jr	NZ,00110$
;src/game.c:1841: *(u8*)&paletteM0[3] = HW_SKY_BLUE;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x17
;src/game.c:1842: cpct_akp_musicInit((u8*) m_evening);
	ld	bc, #_m_evening+0
	push	bc
	call	_cpct_akp_musicInit
	pop	af
00110$:
;src/game.c:1845: if (hour == 19) 
	ld	a,(#_hour + 0)
	sub	a, #0x13
	jr	NZ,00112$
;src/game.c:1846: *(u8*)&paletteM0[3] = HW_BLUE;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x04
00112$:
;src/game.c:1848: if (hour == 21) {
	ld	a,(#_hour + 0)
	sub	a, #0x15
	jr	NZ,00114$
;src/game.c:1849: *(u8*)&paletteM0[3] = HW_BLACK;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x14
;src/game.c:1850: cpct_akp_musicInit((u8*) m_night);
	ld	bc, #_m_night+0
	push	bc
	call	_cpct_akp_musicInit
	pop	af
00114$:
;src/game.c:1853: updatePalette();
	call	_updatePalette
;src/game.c:1854: renderHour();
	call	_renderHour
;src/game.c:1856: if (hour == 24) {//Se acabó el día
	ld	a,(#_hour + 0)
	sub	a, #0x18
	jr	NZ,00116$
;src/game.c:1857: music_playing = 0;
	ld	hl,#_music_playing + 0
	ld	(hl), #0x00
;src/game.c:1858: cpct_akp_stop();
	call	_cpct_akp_stop
;src/game.c:1859: possibleActivity = 255;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0xff
;src/game.c:1860: showMessage (ID_SPECIAL_MSG+0);
	ld	a, #0x3e
	push	af
	inc	sp
	call	_showMessage
	inc	sp
;src/game.c:1861: renderText();
	call	_renderText
;src/game.c:1862: updateEnergy(-10);
	ld	a, #0xf6
	push	af
	inc	sp
	call	_updateEnergy
	inc	sp
;src/game.c:1863: pausa(SECOND);
	ld	hl, #0x8000
	push	hl
	call	_pausa
	pop	af
;src/game.c:1864: pausaTeclado();
	call	_pausaTeclado
;src/game.c:1865: eod = 0;
	ld	hl,#_eod + 0
	ld	(hl), #0x00
00116$:
;src/game.c:1868: if (hour == 8 && day == 1)
	ld	a,(#_hour + 0)
	sub	a, #0x08
	jr	NZ,00121$
	ld	a,(#_day + 0)
	dec	a
	jr	NZ,00121$
;src/game.c:1869: showMessage (ID_SPECIAL_MSG+21);
	ld	a, #0x53
	push	af
	inc	sp
	call	_showMessage
	inc	sp
00121$:
;src/game.c:1873: if (entities[0].properties & mask_dizzy && !hintTextTime) 
	ld	bc, #_entities+12
	ld	a, (bc)
	ld	e, a
	bit	7, e
	ret	Z
	ld	a,(#_hintTextTime + 0)
	or	a, a
	ret	NZ
;src/game.c:1874: entities[0].properties = entities[0].properties ^ mask_dizzy;
	ld	a, e
	xor	a, #0x80
	ld	(bc), a
	ret
;src/game.c:1877: void intro(){
;	---------------------------------
; Function intro
; ---------------------------------
_intro::
;src/game.c:1880: if (!firstTime) {
	ld	a,(#_firstTime + 0)
	or	a, a
	ret	NZ
;src/game.c:1881: possibleActivity = 255;
	ld	hl,#_possibleActivity + 0
	ld	(hl), #0xff
;src/game.c:1882: for (i = 1; i <= 4; i++) {
	ld	c, #0x01
00104$:
;src/game.c:1884: showMessage(ID_SPECIAL_MSG+i); 
	ld	a, c
	add	a, #0x3e
	ld	b, a
	push	bc
	push	bc
	inc	sp
	call	_showMessage
	inc	sp
	call	_renderText
	ld	hl, #0xffff
	push	hl
	call	_pausa
	pop	af
	call	_fade
	pop	bc
;src/game.c:1882: for (i = 1; i <= 4; i++) {
	inc	c
	ld	a, #0x04
	sub	a, c
	jr	NC,00104$
;src/game.c:1890: firstTime = 1;
	ld	hl,#_firstTime + 0
	ld	(hl), #0x01
;src/game.c:1891: textPrinted = 1;
	ld	hl,#_textPrinted + 0
	ld	(hl), #0x01
;src/game.c:1892: hintText = 0;
	ld	hl,#_hintText + 0
	ld	(hl), #0x00
	ret
;src/game.c:1897: void cycle(){
;	---------------------------------
; Function cycle
; ---------------------------------
_cycle::
;src/game.c:1898: waitBorder();
	call	_waitBorder
;src/game.c:1899: ticClock();
	call	_ticClock
;src/game.c:1900: render();
	call	_render
;src/game.c:1901: clock++;
	ld	iy, #_clock
	inc	0 (iy)
	ret	NZ
	inc	1 (iy)
	ret
;src/game.c:1904: void game(){
;	---------------------------------
; Function game
; ---------------------------------
_game::
;src/game.c:1906: resetValues();
	call	_resetValues
;src/game.c:1907: intro();	
	call	_intro
;src/game.c:1909: while (day < 5) {
00104$:
	ld	a,(#_day + 0)
	sub	a, #0x05
	jr	NC,00106$
;src/game.c:1911: newDay();
	call	_newDay
;src/game.c:1913: initScreen(2);
	ld	a, #0x02
	push	af
	inc	sp
	call	_initScreen
	inc	sp
;src/game.c:1915: while (eod) {
00101$:
	ld	a,(#_eod + 0)
	or	a, a
	jr	Z,00104$
;src/game.c:1917: collisions();//ver colisiones contra enemigos del frame anterior. Antes de recalcular posiciones
	call	_collisions
;src/game.c:1918: keyboard(); //Movimiento
	call	_keyboard
;src/game.c:1919: checkActivities(); //Actividades	
	call	_checkActivities
;src/game.c:1920: nextMove();
	call	_nextMove
;src/game.c:1921: movementsAllowed(); //Revisar movimientos
	call	_movementsAllowed
;src/game.c:1922: nextScreen();
	call	_nextScreen
;src/game.c:1923: renderText();				
	call	_renderText
;src/game.c:1925: cycle();
	call	_cycle
	jr	00101$
00106$:
;src/game.c:1931: if (day == 5) { // No se ha salido con abort
	ld	a,(#_day + 0)
	sub	a, #0x05
	ret	NZ
;src/game.c:1932: ende ();
	call	_ende
;src/game.c:1934: if (energy > hiscore)
	ld	a, (#_hiscore)
	ld	iy, #_energy
	sub	a, 0 (iy)
	ret	NC
;src/game.c:1935: hiscore = energy;
	ld	a, 0 (iy)
	ld	(#_hiscore + 0),a
	ret
;src/game.c:1940: void ende(){
;	---------------------------------
; Function ende
; ---------------------------------
_ende::
	call	___sdcc_enter_ix
	push	af
;src/game.c:1945: clearScreens();
	call	_clearScreens
;src/game.c:1947: cpct_akp_musicInit((u8*) m_menu);
	ld	bc, #_m_menu+0
	push	bc
	call	_cpct_akp_musicInit
	pop	af
;src/game.c:1948: music_playing = 1;	
	ld	hl,#_music_playing + 0
	ld	(hl), #0x01
;src/game.c:1950: *(u8*)&paletteM0[3] = HW_PASTEL_CYAN;
	ld	hl, #(_paletteM0 + 0x0003)
	ld	(hl), #0x1b
;src/game.c:1951: updatePalette();
	call	_updatePalette
;src/game.c:1952: face = faces;
	ld	hl, (_faces)
	ex	(sp), hl
;src/game.c:1953: text = (u8*) txt_ende1;
	ld	bc, #_txt_ende1+0
;src/game.c:1954: map = (u8 *) ende_normal_end; 
	ld	de, #_ende_normal+190
;src/game.c:1955: if (energy >= 200) {
	ld	a,(#_energy + 0)
	sub	a, #0xc8
	jr	C,00102$
;src/game.c:1956: face = faces + 300;
	ld	iy, #_faces
	ld	a, 0 (iy)
	add	a, #0x2c
	ld	-2 (ix), a
	ld	a, 1 (iy)
	adc	a, #0x01
	ld	-1 (ix), a
;src/game.c:1957: text = (u8*) txt_ende2;
	ld	bc, #_txt_ende2
;src/game.c:1958: map = (u8 *) ende_good_end; 
	ld	de, #(_ende_good + 0x00bd)
00102$:
;src/game.c:1960: if (energy < 127) {
	ld	a,(#_energy + 0)
	sub	a, #0x7f
	jr	NC,00104$
;src/game.c:1961: face = faces + 150;
	ld	iy, #_faces
	ld	a, 0 (iy)
	add	a, #0x96
	ld	-2 (ix), a
	ld	a, 1 (iy)
	adc	a, #0x00
	ld	-1 (ix), a
;src/game.c:1962: text = (u8*) txt_ende3;
	ld	bc, #_txt_ende3
;src/game.c:1963: map = (u8 *) ende_bad_end; 
	ld	de, #(_ende_bad + 0x0087)
00104$:
;src/game.c:1966: cpct_zx7b_decrunch_s((void *) (&current_map[0]+ (26 * 30) - 1),(void *) map);
	ld	hl, #_current_map + 779
	push	bc
	push	de
	push	hl
	call	_cpct_zx7b_decrunch_s
	ld	hl, #_current_map
	push	hl
	ld	hl, #0xe0bb
	push	hl
	ld	hl, #0x1e1a
	push	hl
	call	_cpct_etm_drawTilemap2x4_f
	pop	bc
;src/game.c:1969: cutreZoomModo0 (face, 10, 60, 5, 30, 4);
	pop	de
	push	de
	push	bc
	ld	hl, #0x041e
	push	hl
	ld	hl, #0x053c
	push	hl
	ld	a, #0x0a
	push	af
	inc	sp
	push	de
	call	_cutreZoomModo0
	pop	af
	pop	af
	pop	af
	inc	sp
	pop	bc
;src/game.c:1970: mydrawStringM1(&text[0], cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	push	bc
	call	_mydrawStringM1
;src/game.c:1972: pausa(65535);
	ld	hl, #0xffff
	push	hl
	call	_pausa
	pop	af
;src/game.c:1973: pausaTecladoLibre();
	call	_pausaTecladoLibre
;src/game.c:1974: pausaTeclado();
	call	_pausaTeclado
;src/game.c:1975: fade();
	call	_fade
;src/game.c:1977: music_playing = 0;
	ld	hl,#_music_playing + 0
	ld	(hl), #0x00
;src/game.c:1978: cpct_akp_stop ();
	call	_cpct_akp_stop
;src/game.c:1979: mydrawStringM1(txt_finalscore, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_finalscore
	push	hl
	call	_mydrawStringM1
;src/game.c:1980: renderScore(energy);
	ld	a, (_energy)
	push	af
	inc	sp
	call	_renderScore
	inc	sp
;src/game.c:1981: pausa(65535);
	ld	hl, #0xffff
	push	hl
	call	_pausa
	pop	af
;src/game.c:1982: if (energy >= 200) {
	ld	a,(#_energy + 0)
	sub	a, #0xc8
	jr	C,00107$
;src/game.c:1983: mydrawStringM1(txt_ende4, cpctm_screenPtr(CPCT_VMEM_START, 0, 192));
	ld	hl, #0xc780
	push	hl
	ld	hl, #_txt_ende4
	push	hl
	call	_mydrawStringM1
;src/game.c:1984: pausa(65535);
	ld	hl, #0xffff
	push	hl
	call	_pausa
	pop	af
;src/game.c:1985: fade();
	call	_fade
00107$:
	pop	af
	pop	ix
	ret
	.area _CODE
	.area _INITIALIZER
	.area _CABS (ABS)
