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Routines |
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H | 168 (ANGELFACE) or 172 (ERIC) |
28569 | LD L,98 | Byte 98 of the puncher's buffer holds his x-coordinate |
28571 | LD A,(HL) | Pick this up in A |
28572 | DEC L | L=97 |
28573 | LD D,(HL) | Pick up the puncher's y-coordinate in D |
28574 | DEC L | L=96 |
28575 | LD C,(HL) | Pick up the puncher's animatory state in C |
28576 | SUB 2 | A=x-coordinate of the location two spaces in front of the puncher |
28578 | BIT 7,(HL) | |
28580 | JR Z,28584 | |
28582 | ADD A,4 | |
28584 | LD E,A | Store the potential victim's x-coordinate in E |
28585 | LD A,(32763) | Collect ERIC's status flags from 32763 |
28588 | AND A | Is ERIC doing the punching? |
28589 | JR NZ,28606 | Jump if so |
28591 | LD H,172 | 172=ERIC |
28593 | CALL 28416 | Was ERIC punched? |
28596 | JR NC,28606 | Jump if not |
28598 | LD DE,32763 | 32763 holds ERIC's status flags |
28601 | EX DE,HL | |
28602 | SET 4,(HL) | Signal: ERIC was hit |
28604 | EX DE,HL | |
28605 | RET | |
Now we check whether anyone was punched. We start with the three main kids.
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28606 | LD B,3 | There are three main kids |
28608 | LD H,169 | 169=EINSTEIN |
28610 | CALL 28416 | Was this main kid punched? |
28613 | JR NC,28626 | Jump if not |
28615 | LD L,111 | Place the address of the routine at 27206 into bytes 111 and 112 of the victim's character buffer |
28617 | LD (HL),70 | |
28619 | INC L | |
28620 | LD (HL),106 | |
28622 | INC L | Initialise the parameter determining how long the character will stay down (in byte 113) |
28623 | LD (HL),20 | |
28625 | RET | |
28626 | DEC H | Next main kid |
28627 | DJNZ 28610 | Jump back until three main kids have been considered |
None of the main kids was hit. What about the little boys?
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28629 | LD H,152 | 152=character number of little boy no. 1 |
28631 | LD B,11 | There are 11 little boys |
28633 | CALL 28416 | Was this little boy hit? |
28636 | JR C,28615 | Knock him over if so |
28638 | INC H | Next little boy |
28639 | DJNZ 28633 | Jump back until all 11 little boys have been considered |
28641 | RET |
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