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Routines |
A | 1 if character's going upstairs, 2 if going down |
BC | 0 |
DE | 0 |
H | Number of character looking for ERIC (161, 163-166) |
L | 96 |
31768 | INC B | B=1 |
31769 | DEC A | Is the chaser going downstairs? |
31770 | JR NZ,31774 | Jump if so |
31772 | DEC B | B=0 |
31773 | DEC D | D=-1 |
31774 | INC C | C=1 |
31775 | BIT 7,(HL) | Is the chaser facing right? |
31777 | JR NZ,31781 | Jump if so |
31779 | DEC C | C=-1 |
31780 | DEC C |
31781 | LD L,107 | C=-1 if the chaser is to ERIC's left, or 1 if to his right; B=1 if the chaser is going downstairs, 0 otherwise; place these values into bytes 107 and 108 of the chaser's buffer |
31783 | LD (HL),C | |
31784 | INC L | |
31785 | LD (HL),B | |
31786 | LD L,105 | Change the routine address in bytes 105 and 106 of the chaser's buffer from 31648 to 31739 |
31788 | LD (HL),251 | |
31790 | PUSH DE | Save the x- and y-coordinate increments for the chaser's next move |
31791 | CALL 25108 | Update SRB for the chaser's current location |
31794 | INC A | A=chaser's next animatory state (midstride) |
31795 | LD L,A | Store this in L briefly |
31796 | POP BC | Get the appropriate y- and x-coordinate increments for the chaser's move to the midstride position in BC |
31797 | LD A,B | Get the chaser's new y-coordinate in D (which is the same as his current y-coordinate unless he's going up a staircase) |
31798 | ADD A,D | |
31799 | LD D,A | |
31800 | LD A,C | Get the chaser's new x-coordinate in E (which is the the same as his current x-coordinate, because C is always 0) |
31801 | ADD A,E | |
31802 | LD E,A | |
31803 | LD A,L | Restore the chaser's new animatory state to A |
31804 | JP 25008 | Update the chaser's animatory state and location and update SRB |