64259 | 21F37F | LD HL,32755 | |
64262 | 35 | DEC (HL) | Is it time to deal with ERIC yet? |
64263 | C0 | RET NZ | Return if not |
64264 | 3605 | LD (HL),5 | |
64266 | 2100D2 | LD HL,53760 | HL points to byte 0 of ERIC' buffer (holding his animatory state) |
64269 | CB46 | BIT 0,(HL) | Is ERIC midstride? |
64271 | 28E6 | JR Z,64247 | Jump to make him so if not |
64273 | 3AED7F | LD A,(32749) |
Is ERIC going to fall out of a window or step over the skool gate? |
64276 | FE0C | CP 12 | |
64278 | 3E04 | LD A,4 | |
64280 | 280A | JR Z,64292 | Jump to set reset bit 3 at 32749 if so |
64282 | 2C | INC L | |
64283 | 7E | LD A,(HL) | A=ERIC's x-coordinate |
64284 | FE5C | CP 92 | 92=x-coordinate of plant pot on top floor |
64286 | 3E20 | LD A,32 | Set bit 5 in A |
64288 | 2802 | JR Z,64292 | Jump if ERIC is going to fall from top floor window |
64290 | 3E08 | LD A,8 | Set bit 3 in A |
64292 | 32ED7F | LD (32749),A | |
64295 | CD5471 | CALL 29012 | Make sound effect |
64298 | 26D2 | LD H,210 | 210=ERIC |
64300 | CDB461 | CALL 25012 | Update SRB for ERIC's current animatory state and location |
64303 | 3C | INC A | |
64304 | E682 | AND 130 | Now A=ERIC's new animatory state |
64306 | 1D | DEC E | Decrement ERIC's x-coordinate |
64307 | CB7F | BIT 7,A | Is ERIC facing left? |
64309 | 2802 | JR Z,64313 | Jump if so |
64311 | 1C | INC E | Move ERIC forward (facing right) |
64312 | 1C | INC E | |
64313 | C30C6E | JP 28172 | Update SRB for ERIC's new animatory state and location, make sound effect, and scroll screen if necessary |