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Routines |
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Bit | Meaning |
---|---|
2 | ERIC has completed one step towards an open window, over the closed skool gate, or off the stage |
3 | ERIC is now falling (but not from the top-floor window) |
5 | ERIC is now falling out of the top-floor window |
64259 | LD HL,32755 | 32755 holds ERIC's animation timer |
64262 | DEC (HL) | Is it time to deal with ERIC yet? |
64263 | RET NZ | Return if not |
64264 | LD (HL),5 | Reset ERIC's animation timer to 5 |
64266 | LD HL,53760 | Point HL at byte 0 of ERIC' buffer |
64269 | BIT 0,(HL) | Is ERIC midstride? |
64271 | JR Z,64247 | Jump to make him so if not (with an accompanying sound effect) |
64273 | LD A,(32749) | Set the zero flag if bit 3 of ERIC's status flags at 32749 is also set |
64276 | CP 12 | |
64278 | LD A,4 | Set bit 2 (only) in A |
64280 | JR Z,64292 | Jump to reset bit 3 at 32749 if ERIC has just stepped off a fully grown plant towards an open window or the closed skool gate, or just stepped off the stage |
64282 | INC L | L=1 |
64283 | LD A,(HL) | A=ERIC's x-coordinate |
64284 | CP 92 | 92=x-coordinate of the plant pot on the top floor |
64286 | LD A,32 | Set bit 5 in A |
64288 | JR Z,64292 | Jump if ERIC is going to fall from the top-floor window |
64290 | LD A,8 | Set bit 3 in A |
64292 | LD (32749),A | Set the appropriate bit (2, 3 or 5) in ERIC's status flags at 32749 |
64295 | CALL 29012 | Make a sound effect |
64298 | LD H,210 | 210=ERIC |
64300 | CALL 25012 | Update SRB for ERIC's current animatory state and location |
64303 | INC A | A=ERIC's new animatory state (standing) |
64304 | AND 130 | |
64306 | DEC E | Decrement ERIC's x-coordinate |
64307 | BIT 7,A | Is ERIC facing left? |
64309 | JR Z,64313 | Jump if so |
64311 | INC E | Increment ERIC's x-coordinate (if he's facing right) |
64312 | INC E | |
64313 | JP 28172 | Update SRB for ERIC's new animatory state and location, make a sound effect, and scroll the screen if necessary |
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