Routines
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5D00: Deal with ERIC while he's falling (2)
Continues from FBCC.
Input
A Descent table entry (see FBCC)
B 0x00 if ERIC's facing left, 0x80 if he's facing right
C Same as A
D ERIC's y-coordinate
E ERIC's x-coordinate
H 0xD2 (ERIC)
5D00 AND \$0F Retain only bits 0-3 (the animatory state)
5D02 ADD A,B Now A=ERIC's new animatory state
5D03 LD B,A Store this in B for now
5D04 LD A,C A=descent table entry
5D05 RLCA Is ERIC ascending (bit 7 of C set)?
5D06 JR NC,\$5D09 Jump if not
5D08 DEC D Move ERIC up a level
5D09 RLCA Is ERIC descending (bit 6 of C set)?
5D0A JR NC,\$5D0D Jump if not
5D0C INC D Move ERIC down a level
5D0D RLCA Should ERIC move forward one space (bit 5 of C set)?
5D0E JR NC,\$5D15 Jump if not
5D10 BIT 7,B Is ERIC facing right?
5D12 JR NZ,\$5D1E Jump if so
5D14 DEC E
5D15 RLCA Should ERIC move backwards one space (bit 4 of C set)?
5D16 JR NC,\$5D1F Jump if not
5D18 DEC E
5D19 BIT 7,B Is ERIC facing right?
5D1B JR NZ,\$5D1F Jump if so
5D1D INC E
5D1E INC E Now E=ERIC's new x-coordinate, D=ERIC's new y-coordinate
5D1F LD A,B A=ERIC's new animatory state
5D20 JP \$6E0C Update ERIC's animatory state and location, update the SRB make a sound effect, and scroll the screen if necessary
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