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35515: Move Willy (1)
Used by the routine at 34574. This routine deals with Willy if he's jumping or falling.
35515 LD A,(32875) Pick up the airborne status indicator from 32875
35518 CP 1 Is Willy jumping?
35520 JR NZ,35600 Jump if not
Willy is currently jumping.
35522 LD A,(32878) Pick up the jumping animation counter (0-17) from 32878
35525 RES 0,A Now -8<=A<=8 (and A is even)
35527 SUB 8
35529 LD HL,32872 Adjust Willy's y-coordinate at 32872 depending on where Willy is in the jump
35532 ADD A,(HL)
35533 LD (HL),A
35534 CALL 35714 Adjust Willy's attribute buffer location at 32876 depending on his y-coordinate
35537 LD A,(32827) Pick up the attribute byte of the wall tile for the current cavern from 32827
35540 CP (HL) Is the top-left cell of Willy's sprite overlapping a wall tile?
35541 JP Z,35746 Jump if so
35544 INC HL Point HL at the top-right cell occupied by Willy's sprite
35545 CP (HL) Is the top-right cell of Willy's sprite overlapping a wall tile?
35546 JP Z,35746 Jump if so
35549 LD A,(32878) Increment the jumping animation counter at 32878
35552 INC A
35553 LD (32878),A
35556 SUB 8 A=J-8, where J (1-18) is the new value of the jumping animation counter
35558 JP P,35563 Jump if J>=8
35561 NEG A=8-J (1<=J<=7, 1<=A<=7)
35563 INC A A=1+ABS(J-8)
35564 RLCA D=8*(1+ABS(J-8)); this value determines the pitch of the jumping sound effect (rising as Willy rises, falling as Willy falls)
35565 RLCA
35566 RLCA
35567 LD D,A
35568 LD C,32 This value determines the duration of the jumping sound effect
35570 LD A,(32883) Pick up the border colour for the current cavern from 32883
35573 OUT (254),A Make a jumping sound effect
35575 XOR 24
35577 LD B,D
35578 DJNZ 35578
35580 DEC C
35581 JR NZ,35573
35583 LD A,(32878) Pick up the jumping animation counter (1-18) from 32878
35586 CP 18 Has Willy reached the end of the jump?
35588 JP Z,35734 Jump if so
35591 CP 16 Is the jumping animation counter now 16?
35593 JR Z,35600 Jump if so
35595 CP 13 Is the jumping animation counter now 13?
35597 JP NZ,35971 Jump if not
If we get here, then Willy is standing on the floor, or he's falling, or his jumping animation counter is 13 (at which point Willy is on his way down and is exactly two cell-heights above where he started the jump) or 16 (at which point Willy is on his way down and is exactly one cell-height above where he started the jump).
35600 LD A,(32872) Pick up Willy's y-coordinate from 32872
35603 AND 15 Does Willy's sprite occupy six cells at the moment?
35605 JR NZ,35665 Jump if so
35607 LD HL,(32876) Pick up Willy's attribute buffer coordinates from 32876
35610 LD DE,64 Point HL at the left-hand cell below Willy's sprite
35613 ADD HL,DE
35614 LD A,(32818) Pick up the attribute byte of the crumbling floor tile for the current cavern from 32818
35617 CP (HL) Does the left-hand cell below Willy's sprite contain a crumbling floor tile?
35618 CALL Z,35770 If so, make it crumble
35621 LD A,(32845) Pick up the attribute byte of the first nasty tile for the current cavern from 32845
35624 CP (HL) Does the left-hand cell below Willy's sprite contain a nasty tile?
35625 JR Z,35665 Jump if so
35627 LD A,(32854) Pick up the attribute byte of the second nasty tile for the current cavern from 32854
35630 CP (HL) Does the left-hand cell below Willy's sprite contain a nasty tile?
35631 JR Z,35665 Jump if so
35633 INC HL Point HL at the right-hand cell below Willy's sprite
35634 LD A,(32818) Pick up the attribute byte of the crumbling floor tile for the current cavern from 32818
35637 CP (HL) Does the right-hand cell below Willy's sprite contain a crumbling floor tile?
35638 CALL Z,35770 If so, make it crumble
35641 LD A,(32845) Pick up the attribute byte of the first nasty tile for the current cavern from 32845
35644 CP (HL) Does the right-hand cell below Willy's sprite contain a nasty tile?
35645 JR Z,35665 Jump if so
35647 LD A,(32854) Pick up the attribute byte of the second nasty tile for the current cavern from 32854
35650 CP (HL) Does the right-hand cell below Willy's sprite contain a nasty tile?
35651 JR Z,35665 Jump if so
35653 LD A,(32800) Pick up the attribute byte of the background tile for the current cavern from 32800
35656 CP (HL) Set the zero flag if the right-hand cell below Willy's sprite is empty
35657 DEC HL Point HL at the left-hand cell below Willy's sprite
35658 JP NZ,35805 Jump if the right-hand cell below Willy's sprite is not empty
35661 CP (HL) Is the left-hand cell below Willy's sprite empty?
35662 JP NZ,35805 Jump if not
35665 LD A,(32875) Pick up the airborne status indicator from 32875
35668 CP 1 Is Willy jumping?
35670 JP Z,35971 Jump if so
If we get here, then Willy is either in the process of falling or just about to start falling.
35673 LD HL,32874 Reset bit 1 at 32874: Willy is not moving left or right
35676 RES 1,(HL)
35678 OR A Is Willy already falling?
35679 JP Z,35740 Jump if not
35682 INC A Increment the airborne status indicator at 32875
35683 LD (32875),A
35686 RLCA D=16*A; this value determines the pitch of the falling sound effect
35687 RLCA
35688 RLCA
35689 RLCA
35690 LD D,A
35691 LD C,32 This value determines the duration of the falling sound effect
35693 LD A,(32883) Pick up the border colour for the current cavern from 32883
35696 OUT (254),A Make a falling sound effect
35698 XOR 24
35700 LD B,D
35701 DJNZ 35701
35703 DEC C
35704 JR NZ,35696
35706 LD A,(32872) Add 8 to Willy's y-coordinate at 32872; this moves Willy downwards by 4 pixels
35709 ADD A,8
35711 LD (32872),A
35714 AND 240 L=16*Y, where Y is Willy's screen y-coordinate (0-14)
35716 LD L,A
35717 XOR A Clear A and the carry flag
35718 RL L Now L=32*(Y-8*INT(Y/8)), and the carry flag is set if Willy is in the lower half of the cavern (Y>=8)
35720 ADC A,92 H=92 or 93 (MSB of the address of Willy's location in the attribute buffer)
35722 LD H,A
35723 LD A,(32876) Pick up Willy's screen x-coordinate (1-29) from bits 0-4 at 32876
35726 AND 31
35728 OR L Now L holds the LSB of Willy's attribute buffer address
35729 LD L,A
35730 LD (32876),HL Store Willy's updated attribute buffer location at 32876
35733 RET
Willy has just finished a jump.
35734 LD A,6 Set the airborne status indicator at 32875 to 6: Willy will continue to fall unless he's landed on a wall or floor block
35736 LD (32875),A
35739 RET
Willy has just started falling.
35740 LD A,2 Set the airborne status indicator at 32875 to 2
35742 LD (32875),A
35745 RET
The top-left or top-right cell of Willy's sprite is overlapping a wall tile.
35746 LD A,(32872) Adjust Willy's y-coordinate at 32872 so that the top row of cells of his sprite is just below the wall tile
35749 ADD A,16
35751 AND 240
35753 LD (32872),A
35756 CALL 35714 Adjust Willy's attribute buffer location at 32876 to account for this new y-coordinate
35759 LD A,2 Set the airborne status indicator at 32875 to 2: Willy has started falling
35761 LD (32875),A
35764 LD HL,32874 Reset bit 1 at 32874: Willy is not moving left or right
35767 RES 1,(HL)
35769 RET
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