Routines |
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F9D2 | CALL $E9C8 | Update the SRB for the character's current animatory state and location | ||||||
F9D5 | BIT 7,A | Is the character facing left? | ||||||
F9D7 | JR Z,$F9DB | Jump if so | ||||||
F9D9 | DEC E | Subtract 2 from the character's x-coordinate if he's facing right | ||||||
F9DA | DEC E | |||||||
F9DB | INC D | Add 2 to the character's y-coordinate | ||||||
F9DC | INC D | |||||||
F9DD | PUSH DE | Save the character's new coordinates | ||||||
F9DE | AND $F8 | A=character's base animatory state | ||||||
F9E0 | PUSH HL | Save the character number briefly | ||||||
F9E1 | PUSH AF | Save the character's base animatory state briefly | ||||||
F9E2 | CALL $F928 | Prepare the sprite tiles used by the character when lying down | ||||||
F9E5 | POP AF | Restore the character's base animatory state to A | ||||||
F9E6 | POP HL | Restore the character number to H | ||||||
F9E7 | ADD A,$07 | A=animatory state of the character lying down | ||||||
F9E9 | POP DE | Restore the character's new coordinates to DE | ||||||
F9EA | JP $E9D5 | Update the character's animatory state and location and update the SRB |
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