Routines |
Prev: 36564 | Up: Map | Next: 37046 |
36796 | LD A,(34256) | Pick up Willy's direction and movement flags from 34256 | ||
36799 | AND 2 | Is Willy moving left or right? | ||
36801 | RET Z | Return if not | ||
36802 | LD A,(34262) | Pick up the rope status indicator from 34262 | ||
36805 | DEC A | Is Willy on a rope? | ||
36806 | BIT 7,A | |||
36808 | RET Z | Return if so (Willy's movement along a rope is handled at 37726) | ||
36809 | LD A,(34256) | Pick up Willy's direction and movement flags from 34256 | ||
36812 | AND 1 | Is Willy facing right? | ||
36814 | JP Z,36930 | Jump if so | ||
Willy is moving left.
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36817 | LD A,(34258) | Pick up Willy's animation frame from 34258 | ||
36820 | OR A | Is it 0? | ||
36821 | JR Z,36828 | If so, jump to move Willy's sprite left across a cell boundary | ||
36823 | DEC A | Decrement Willy's animation frame at 34258 | ||
36824 | LD (34258),A | |||
36827 | RET | |||
Willy's sprite is moving left across a cell boundary. In the comments that follow, (x,y) refers to the coordinates of the top-left cell currently occupied by Willy's sprite.
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36828 | LD A,(34257) | Pick up the airborne status indicator from 34257 | ||
36831 | LD BC,0 | Prepare BC for later addition | ||
36834 | CP 0 | Is Willy jumping? | ||
36836 | JR NZ,36874 | Jump if so | ||
36838 | LD HL,(34259) | Collect Willy's attribute buffer coordinates from 34259 | ||
36841 | LD BC,0 | Prepare BC for later addition (again, redundantly) | ||
36844 | LD A,(32986) | Pick up the direction byte of the ramp definition for the current room from 32986 | ||
36847 | DEC A | Now A=31 if the ramp goes up to the left, or 65 if it goes up to the right | ||
36848 | OR 161 | |||
36850 | XOR 224 | |||
36852 | LD E,A | Point HL at the cell at (x-1,y+1) if the ramp goes up to the left, or at the cell at (x+1,y+2) if the ramp goes up to the right | ||
36853 | LD D,0 | |||
36855 | ADD HL,DE | |||
36856 | LD A,(32964) | Pick up the attribute byte of the ramp tile for the current room from 32964 | ||
36859 | CP (HL) | Is there a ramp tile in the cell pointed to by HL? | ||
36860 | JR NZ,36874 | Jump if not | ||
36862 | LD BC,32 | Prepare BC for later addition | ||
36865 | LD A,(32986) | Pick up the direction byte of the ramp definition for the current room from 32986 | ||
36868 | OR A | Does the ramp go up to the right? | ||
36869 | JR NZ,36874 | Jump if so | ||
36871 | LD BC,65504 | BC=-32 (the ramp goes up to the left) | ||
36874 | LD HL,(34259) | Collect Willy's attribute buffer coordinates from 34259 | ||
36877 | LD A,L | Is Willy's screen x-coordinate 0 (on the far left)? | ||
36878 | AND 31 | |||
36880 | JP Z,38026 | If so, move Willy into the room to the left | ||
36883 | ADD HL,BC | Point HL at the cell at (x-1,y+1), or at the cell at (x-1,y) if Willy is on or about to step onto a ramp that goes up to the left, or at the cell at (x-1,y+2) if Willy is walking down a ramp | ||
36884 | DEC HL | |||
36885 | LD DE,32 | |||
36888 | ADD HL,DE | |||
36889 | LD A,(32946) | Pick up the attribute byte of the wall tile for the current room from 32946 | ||
36892 | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
36893 | RET Z | Return if so without moving Willy (his path is blocked) | ||
36894 | LD A,(34255) | Pick up Willy's y-coordinate (Y) from 34255 | ||
36897 | SRA C | Now B=Y (if Willy is neither on nor about to step onto a ramp), or Y+16 (if Willy is walking down a ramp), or Y-16 (if Willy is on or about to step onto a ramp that goes up to the left); this will be Willy's new y-coordinate | ||
36899 | ADD A,C | |||
36900 | LD B,A | |||
36901 | AND 15 | Is Willy at a point in a jump (left) where his sprite occupies three rows of cells? | ||
36903 | JR Z,36914 | Jump if not (Willy's sprite is cell-aligned) | ||
36905 | LD A,(32946) | Pick up the attribute byte of the wall tile for the current room from 32946 | ||
36908 | ADD HL,DE | Point HL at the cell at (x-1,y+2) | ||
36909 | CP (HL) | Is there a wall tile there? | ||
36910 | RET Z | Return if so without moving Willy (his path is blocked) | ||
36911 | OR A | Point HL at the cell at (x-1,y+1) | ||
36912 | SBC HL,DE | |||
36914 | OR A | Point HL at the cell at (x-1,y), or at the cell at (x-1,y-1) if Willy is on or about to step onto a ramp that goes up to the left, or at the cell at (x-1,y+1) if Willy is walking down a ramp | ||
36915 | SBC HL,DE | |||
36917 | LD (34259),HL | Save Willy's new attribute buffer coordinates (in HL) at 34259 | ||
36920 | LD A,B | Save Willy's new y-coordinate at 34255 | ||
36921 | LD (34255),A | |||
36924 | LD A,3 | Change Willy's animation frame at 34258 from 0 to 3 | ||
36926 | LD (34258),A | |||
36929 | RET | |||
Willy is moving right.
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36930 | LD A,(34258) | Pick up Willy's animation frame from 34258 | ||
36933 | CP 3 | Is it 3? | ||
36935 | JR Z,36942 | If so, jump to move Willy's sprite right across a cell boundary | ||
36937 | INC A | Increment Willy's animation frame at 34258 | ||
36938 | LD (34258),A | |||
36941 | RET | |||
Willy's sprite is moving right across a cell boundary. In the comments that follow, (x,y) refers to the coordinates of the top-left cell currently occupied by Willy's sprite.
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36942 | LD A,(34257) | Pick up the airborne status indicator from 34257 | ||
36945 | LD BC,0 | Prepare BC for later addition | ||
36948 | OR A | Is Willy jumping? | ||
36949 | JR NZ,36984 | Jump if so | ||
36951 | LD HL,(34259) | Collect Willy's attribute buffer coordinates from 34259 | ||
36954 | LD A,(32986) | Pick up the direction byte of the ramp definition for the current room from 32986 | ||
36957 | DEC A | Now A=64 if the ramp goes up to the left, or 34 if it goes up to the right | ||
36958 | OR 157 | |||
36960 | XOR 191 | |||
36962 | LD E,A | Point HL at the cell at (x,y+2) if the ramp goes up to the left, or at the cell at (x+2,y+1) if the ramp goes up to the right | ||
36963 | LD D,0 | |||
36965 | ADD HL,DE | |||
36966 | LD A,(32964) | Pick up the attribute byte of the ramp tile for the current room from 32964 | ||
36969 | CP (HL) | Is there a ramp tile in the cell pointed to by HL? | ||
36970 | JR NZ,36984 | Jump if not | ||
36972 | LD BC,32 | Prepare BC for later addition | ||
36975 | LD A,(32986) | Pick up the direction byte of the ramp definition for the current room from 32986 | ||
36978 | OR A | Does the ramp go up to the left? | ||
36979 | JR Z,36984 | Jump if so | ||
36981 | LD BC,65504 | BC=-32 (the ramp goes up to the right) | ||
36984 | LD HL,(34259) | Collect Willy's attribute buffer coordinates from 34259 | ||
36987 | ADD HL,BC | Point HL at the cell at (x+2,y), or at the cell at (x+2,y+1) if Willy is walking down a ramp, or at the cell at (x+2,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
36988 | INC HL | |||
36989 | INC HL | |||
36990 | LD A,L | Is Willy's screen x-coordinate 30 (on the far right)? | ||
36991 | AND 31 | |||
36993 | JP Z,38046 | If so, move Willy into the room on the right | ||
36996 | LD DE,32 | Prepare DE for addition | ||
36999 | LD A,(32946) | Pick up the attribute byte of the wall tile for the current room from 32946 | ||
37002 | ADD HL,DE | Point HL at the cell at (x+2,y+1), or at the cell at (x+2,y+2) if Willy is walking down a ramp, or at the cell at (x+2,y) if Willy is on or about to step onto a ramp that goes up to the right | ||
37003 | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
37004 | RET Z | Return if so without moving Willy (his path is blocked) | ||
37005 | LD A,(34255) | Pick up Willy's y-coordinate (Y) from 34255 | ||
37008 | SRA C | Now B=Y (if Willy is neither on nor about to step onto a ramp), or Y+16 (if Willy is walking down a ramp), or Y-16 (if Willy is on or about to step onto a ramp that goes up to the right); this will be Willy's new y-coordinate | ||
37010 | ADD A,C | |||
37011 | LD B,A | |||
37012 | AND 15 | Is Willy at a point in a jump (right) where his sprite occupies three rows of cells? | ||
37014 | JR Z,37025 | Jump if not (Willy's sprite is cell-aligned) | ||
37016 | LD A,(32946) | Pick up the attribute byte of the wall tile for the current room from 32946 | ||
37019 | ADD HL,DE | Point HL at the cell at (x+2,y+2) | ||
37020 | CP (HL) | Is there a wall tile there? | ||
37021 | RET Z | Return if so without moving Willy (his path is blocked) | ||
37022 | OR A | Point HL at the cell at (x+2,y+1) | ||
37023 | SBC HL,DE | |||
37025 | LD A,(32946) | Pick up the attribute byte of the wall tile for the current room from 32946 | ||
37028 | OR A | Point HL at the cell at (x+2,y), or at the cell at (x+2,y+1) if Willy is walking down a ramp, or at the cell at (x+2,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
37029 | SBC HL,DE | |||
37031 | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
37032 | RET Z | Return if so without moving Willy (his path is blocked) | ||
37033 | DEC HL | Point HL at the cell at (x+1,y), or at the cell at (x+1,y+1) if Willy is walking down a ramp, or at the cell at (x+1,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
37034 | LD (34259),HL | Save Willy's new attribute buffer coordinates (in HL) at 34259 | ||
37037 | XOR A | Change Willy's animation frame at 34258 from 3 to 0 | ||
37038 | LD (34258),A | |||
37041 | LD A,B | Save Willy's new y-coordinate at 34255 | ||
37042 | LD (34255),A | |||
37045 | RET |
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