B | Number of characters to check |
D | Number of first character to check |
H | Puncher's or pellet's character number |
27820 | EB | EX DE,HL | |
27821 | 2E01 | LD L,1 | |
27823 | 5D | LD E,L | |
27824 | 1A | LD A,(DE) | A=x-coordinate of pellet or puncher's fist |
27825 | BE | CP (HL) | Does this match the target character's x-coordinate? |
27826 | 2806 | JR Z,27834 | Jump if so |
27828 | 24 | INC H | Otherwise move to the next potential target |
27829 | 10F6 | DJNZ 27821 | |
27831 | EB | EX DE,HL | |
27832 | 37 | SCF | Signal: no character was hit |
27833 | C9 | RET | |
27834 | 2C | INC L | |
27835 | 1C | INC E | |
27836 | 1A | LD A,(DE) | A=y-coordinate of pellet or puncher's fist |
27837 | BE | CP (HL) | Does this match the target character's y-coordinate? |
27838 | 20F4 | JR NZ,27828 | Jump back to consider next character if not |
27840 | 7C | LD A,H | A=number of stricken character |
27841 | FED2 | CP 210 | Was ERIC hit? |
27843 | 2808 | JR Z,27853 | Jump if so |
27845 | 2E12 | LD L,18 | Bytes 17 and 18 of the character's buffer may hold the address of a controlling routine |
27847 | 7E | LD A,(HL) | A=0 unless the character is engaged in some activity which would prevent him from being knocked over |
27848 | A7 | AND A | Can the stricken character actually be knocked over? |
27849 | 20E9 | JR NZ,27828 | Jump back to consider next character if not |
27851 | EB | EX DE,HL | Transfer the stricken character's number to D |
27852 | C9 | RET | |
27853 | 3AFB7F | LD A,(32763) | A=0 unless ERIC is engaged in some activity other than walking |
27856 | 18F6 | JR 27848 |