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Routines |
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EB85 | LD L,$00 | Point HL at byte 0x00 of the character's buffer | ||||||||
EB87 | LD A,(HL) | A=character's animatory state | ||||||||
EB88 | INC A | Set the zero flag if the animatory state is congruent to 7 mod 8 (the sprite has 3 rows and 5 columns) | ||||||||
EB89 | AND $07 | |||||||||
EB8B | RET NZ | Return (with the carry flag reset) if the character's sprite has 5 rows and 3 columns | ||||||||
This entry point is used by the routines at FA05 and FB52.
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EB8C | CALL $E9C8 | Update the SRB for the character's current animatory state and location | ||||||||
EB8F | BIT 7,A | Is the character facing left? | ||||||||
EB91 | JR Z,$EB95 | Jump if so | ||||||||
EB93 | INC E | Add 2 to the character's x-coordinate | ||||||||
EB94 | INC E | |||||||||
EB95 | DEC D | Subtract 2 from the character's y-coordinate | ||||||||
EB96 | DEC D | |||||||||
EB97 | AND $F8 | A=character's base animatory state (standing upright) | ||||||||
EB99 | JR $EBCB | Update the character's animatory state and location and update the SRB, and return with the carry flag set |
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