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FBA0: Deal with ERIC when he's falling to the floor to land on his feet
Used by the routine at F7AD when bit 3 at 7FED is set (by the routine at FB03 or FB3C).
FBA0 LD HL,$7FF3 7FF3 holds ERIC's main action timer
FBA3 DEC (HL) Is it time to deal with ERIC yet?
FBA4 RET NZ Return if not
FBA6 LD HL,$D202 Point HL at byte 0x02 of ERIC's buffer
FBA9 INC (HL) Increment ERIC's y-coordinate temporarily (for testing purposes)
FBAA CALL $774F Has ERIC reached the floor yet?
FBAD JR NZ,$FBC4 Jump if not
FBAF CP $11 This is the y-coordinate of the bottom floor
FBB1 DEC HL Point HL at byte 0x01 of ERIC's buffer
FBB2 JR Z,$FBB9 Jump if ERIC has landed on the bottom floor
FBB4 LD A,(HL) A=ERIC's x-coordinate
FBB5 CP $5F This is the x-coordinate of the rightmost end of the boys' skool
FBB7 JR NC,$FBC3 Jump if ERIC is outside the boys' skool (and therefore cannot land on the top or middle floors)
FBB9 EX DE,HL Reset all of ERIC's status flags at 7FED and 7FFB, indicating that ERIC has landed safely
FBBC LD (HL),$00
FBC0 LD (HL),$00
FBC3 INC L L=0x02
FBC4 DEC (HL) Restore ERIC's y-coordinate (we've finished testing)
FBC5 CALL $61B4 Update the SRB for ERIC's current animatory state and location
FBC8 INC D Increment ERIC's y-coordinate (i.e. make him drop one level)
FBC9 JP $F317 Update ERIC's location, update the SRB, and reset ERIC's main action timer at 7FF3 to 6
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