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EB85: Make a character stand up if he's lying down
Used by the routines at EB9B, EBAE and EBBB. Makes a character stand up if he's lying down, and returns with the carry flag set if the character was lying down.
Input
H Character number (0xD7-0xE6)
EB85 LD L,$00 Point HL at byte 0x00 of the character's buffer
EB87 LD A,(HL) A=character's animatory state
EB88 INC A Set the zero flag if the animatory state is congruent to 7 mod 8 (the sprite has 3 rows and 5 columns)
EB89 AND $07
EB8B RET NZ Return (with the carry flag reset) if the character's sprite has 5 rows and 3 columns
This entry point is used by the routines at FA05 and FB52.
EB8C CALL $E9C8 Update the SRB for the character's current animatory state and location
EB8F BIT 7,A Is the character facing left?
EB91 JR Z,$EB95 Jump if so
EB93 INC E Add 2 to the character's x-coordinate
EB94 INC E
EB95 DEC D Subtract 2 from the character's y-coordinate
EB96 DEC D
EB97 AND $F8 A=character's base animatory state (standing upright)
EB99 JR $EBCB Update the character's animatory state and location and update the SRB, and return with the carry flag set
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