Routines |
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69F6 | LD L,$61 | Pick up the little boy's y-coordinate in A | ||||||
69F8 | LD A,(HL) | |||||||
69F9 | CALL $6649 | Is the boy on a staircase? | ||||||
69FC | RET NZ | Return if so | ||||||
69FD | LD B,$0A | We will check characters 0xA3-0xAC (teachers and main kids) | ||||||
69FF | LD DE,$A362 | D=0xA3 (MR WACKER), E=0x62 | ||||||
6A02 | INC L | L=0x62 | ||||||
6A03 | EX DE,HL | |||||||
6A04 | LD A,(DE) | A=little boy's x-coordinate | ||||||
6A05 | CP (HL) | Does this teacher's or main kid's x-coordinate match? | ||||||
6A06 | JR Z,$6A0D | Jump if so | ||||||
6A08 | INC H | Next teacher or main kid | ||||||
6A09 | DJNZ $6A04 | Jump back until all teachers and main kids have been checked | ||||||
6A0B | EX DE,HL | |||||||
6A0C | RET | |||||||
A teacher or main kid is at the same x-coordinate as the little boy. Now check the y-coordinates.
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6A0D | DEC E | E=L=0x61 | ||||||
6A0E | DEC L | |||||||
6A0F | LD A,(DE) | A=little boy's y-coordinate | ||||||
6A10 | INC E | E=0x62 | ||||||
6A11 | CP (HL) | Does this teacher's or main kid's y-coordinate match? | ||||||
6A12 | INC HL | L=0x62 | ||||||
6A13 | JR NZ,$6A08 | Consider the next teacher or main kid if not | ||||||
A teacher or main kid is at the same location as the little boy.
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6A15 | LD L,$70 | Bytes 0x6F and 0x70 of the character's buffer may hold a routine address; pick up the MSB in A | ||||||
6A17 | LD A,(HL) | |||||||
6A18 | LD L,$62 | |||||||
6A1A | AND A | Is there an uninterruptible subcommand routine address in bytes 0x6F and 0x70? | ||||||
6A1B | JR NZ,$6A08 | Consider the next teacher or main kid if so | ||||||
6A1D | LD A,H | A=number of the character in the same location as the little boy | ||||||
6A1E | CP $AC | Is it ERIC? | ||||||
6A20 | JR Z,$6A30 | Jump if so | ||||||
6A22 | LD L,$6F | Place the address of the uninterruptible subcommand routine at 6A46 into bytes 0x6F and 0x70 of the teacher's or main kid's buffer | ||||||
6A24 | LD (HL),$46 | |||||||
6A26 | INC L | |||||||
6A27 | LD (HL),$6A | |||||||
6A29 | INC L | Initialise the timing parameter in byte 0x71 of the character's buffer (which determines how long the character will stay down) | ||||||
6A2A | LD (HL),$14 | |||||||
6A2C | LD L,$62 | |||||||
6A2E | JR $6A08 | Consider the next teacher or main kid | ||||||
ERIC is in the same location as the little boy. Knock ERIC out.
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6A30 | LD HL,$7FFB | 7FFB holds ERIC's status flags | ||||||
6A33 | SET 4,(HL) | Signal: ERIC has been knocked out | ||||||
6A35 | EX DE,HL | |||||||
6A36 | RET |
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