| Routines

EB85: Make a character stand up if he's lying down

Used by the routines at EB9B, EBAE and EBBB. Makes a character stand up if he's lying down, and returns with the carry flag set if the character was lying down.
Input
H | Character number (0xD7-0xE6)
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.
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