Routines |
Prev: 30543 | Up: Map | Next: 30643 |
|
||||||||
30555 | LD A,(54546) | Pick up byte 18 of buffer 213 (BOY WANDER's pellet) | ||||||
30558 | AND A | Is there a uninterruptible subcommand routine address in bytes 17 and 18 of the buffer? | ||||||
30559 | RET NZ | Return if so (this buffer is in use) | ||||||
30560 | LD L,A | L=0 | ||||||
30561 | BIT 0,(HL) | Is BOY WANDER midstride? | ||||||
30563 | RET NZ | Return if so | ||||||
30564 | INC L | L=1 | ||||||
30565 | LD A,(HL) | A=BOY WANDER's x-coordinate | ||||||
30566 | AND 3 | Return unless BOY WANDER's x-coordinate is divisible by 4 | ||||||
30568 | RET NZ | |||||||
30569 | CALL 30543 | Is BOY WANDER exactly on the top, middle, or bottom floor? | ||||||
30572 | RET NZ | Return if not | ||||||
30573 | CALL 25233 | A=random number | ||||||
30576 | RRCA | Return half the time | ||||||
30577 | RET NC | |||||||
30578 | CALL 28004 | Can any adults see BOY WANDER? | ||||||
30581 | RET C | Return if so | ||||||
30582 | POP BC | Drop the return address (25431) | ||||||
30583 | POP BC | Pop the value of HL that was pushed on to the stack by the routine at 25296 before coming here; RET will now take us back either to 25296 to move the next character, or to the main loop | ||||||
30584 | CALL 25012 | Update the SRB for BOY WANDER's current animatory state and location | ||||||
30587 | LD L,20 | Store BOY WANDER's current animatory state in byte 20 of his buffer for the time being | ||||||
30589 | LD (HL),A | |||||||
30590 | AND 240 | |||||||
30592 | ADD A,10 | A=26 or 154: BOY WANDER raising his arm to fire | ||||||
30594 | CALL 30534 | Update BOY WANDER's animatory state and hand over to 30597 (below) | ||||||
30597 | CALL 25012 | Update the SRB for BOY WANDER's current animatory state | ||||||
30600 | INC A | A=27 or 155: BOY WANDER firing the catapult | ||||||
30601 | CALL 30534 | Update BOY WANDER's animatory state and hand over to 30604 (below) | ||||||
30604 | LD L,17 | Place the address of the uninterruptible subcommand routine at 30643 into bytes 17 and 18 of BOY WANDER's buffer | ||||||
30606 | LD (HL),179 | |||||||
30608 | LD A,(54546) | Pick up byte 18 of buffer 213 (BOY WANDER's pellet) | ||||||
30611 | AND A | Is this buffer already being used? | ||||||
30612 | RET NZ | Return if so | ||||||
30613 | LD B,213 | Use buffer 213 for BOY WANDER's catapult pellet | ||||||
This entry point is used by the routine at 63861 with H=210 (ERIC) and B=214 (ERIC's pellet).
|
||||||||
30615 | LD L,0 | Point HL at byte 0 of the shooter's character buffer | ||||||
30617 | LD A,(HL) | A=shooter's animatory state | ||||||
30618 | AND 128 | A=128 if the pellet will travel right, 0 if left | ||||||
30620 | ADD A,79 | A=79/207: catapult pellet travelling left/right | ||||||
30622 | INC L | Collect the initial coordinates of the pellet from the shooter's buffer into DE | ||||||
30623 | LD E,(HL) | |||||||
30624 | INC L | |||||||
30625 | LD D,(HL) | |||||||
30626 | LD H,B | H=buffer to be used for the pellet (213 if it's BOY WANDER's, 214 if it's ERIC's) | ||||||
30627 | LD (HL),D | Fill in the initial coordinates and animatory state of the pellet | ||||||
30628 | DEC L | |||||||
30629 | LD (HL),E | |||||||
30630 | DEC L | |||||||
30631 | LD (HL),A | |||||||
30632 | LD L,17 | Place the address of the pellet-controlling uninterruptible subcommand routine at 30380 into bytes 17 and 18 of the pellet's buffer | ||||||
30634 | LD (HL),172 | |||||||
30636 | INC L | |||||||
30637 | LD (HL),118 | |||||||
30639 | INC L | L=19 | ||||||
30640 | LD (HL),13 | The pellet will travel 13 spaces | ||||||
30642 | RET |
Prev: 30543 | Up: Map | Next: 30643 |