|  | Routines | 
| Prev: 923A | Up: Map | Next: 927F | 
| 
Used by the routine at 923A.
 
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| 925F | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020 | ||||||||
| 9262 | CP (HL) | Does this cell contain a background tile? | ||||||||
| 9263 | JR NZ,$9270 | Jump if not | ||||||||
| 9265 | LD A,C | Set the zero flag if we are going to retain the INK colour in this cell; this happens only if the cell is in the bottom row and Willy's sprite is confined to the top two rows | ||||||||
| 9266 | AND $0F | |||||||||
| 9268 | JR Z,$9270 | Jump if we are going to retain the current INK colour in this cell | ||||||||
| 926A | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020 | ||||||||
| 926D | OR $07 | Set bits 0-2, making the INK white | ||||||||
| 926F | LD (HL),A | Set the attribute byte for this cell in the buffer at 5C00 | ||||||||
| 9270 | LD A,($804D) | Pick up the attribute byte of the first nasty tile for the current cavern from 804D | ||||||||
| 9273 | CP (HL) | Has Willy hit a nasty of the first kind? | ||||||||
| 9274 | JP Z,$8D05 | Kill Willy if so | ||||||||
| 9277 | LD A,($8056) | Pick up the attribute byte of the second nasty tile for the current cavern from 8056 | ||||||||
| 927A | CP (HL) | Has Willy hit a nasty of the second kind? | ||||||||
| 927B | JP Z,$8D05 | Kill Willy if so | ||||||||
| 927E | RET | |||||||||
| Prev: 923A | Up: Map | Next: 927F |