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Routines |
Prev: 28101 | Up: Map | Next: 28143 |
H | 170 (BOY WANDER's pellet) or 171 (ERIC's pellet) |
28102 | CALL 25108 | Update SRB for the pellet's current location |
28105 | LD B,A | B=pellet's animatory state |
28106 | LD A,D | A=pellet's y-coordinate |
28107 | CP 152 | Has the pellet hit the ceiling of the top floor? |
28109 | JP Z,27940 | Terminate the pellet if so |
28112 | DEC D | Up a level |
28113 | LD L,113 | Byte 113 of the pellet's buffer holds the distance left to travel |
28115 | DEC (HL) | Has the pellet finished travelling? |
28116 | JP Z,27940 | Jump if so |
28119 | LD A,B | A=pellet's animatory state |
28120 | CALL 25008 | Update the pellet's location and update SRB |
This entry point is used by the routine at 27932 to check whether a pellet fired from a staircase has hit a shield.
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28123 | LD L,97 | Byte 97 holds the pellet's y-coordinate |
28125 | LD D,(HL) | Pick this up in D |
28126 | INC D | D=y-coordinate of the pellet's potential target |
28127 | INC L | Byte 98 holds the pellet's x-coordinate |
28128 | LD E,(HL) | Pick this up in E |
28129 | INC E | E=x-coordinate of the pellet's potential target |
This entry point is used by the routine at 63270 with DE holding the coordinates of ERIC's hand (and H=172).
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28130 | SET 7,E | E=128 + x-coordinate of the potential target |
28132 | PUSH HL | |
28133 | CALL 28143 | Has the pellet (or ERIC's hand) hit a shield? |
28136 | POP HL | |
28137 | RET NC | Return if not |
28138 | LD L,113 | If it was a pellet that hit the shield, this sets its remaining distance to travel to 1, so it will be terminated the next time this routine is called |
28140 | LD (HL),1 | |
28142 | RET |
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