Routines |
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27927 | AND 3 | Keep only bits 0 and 1 of the animation frame (which indicate the direction that the sprite is facing). (This instruction is redundant.) | ||||||||||||
27929 | CP 0 | Is the sprite facing up? | ||||||||||||
27931 | JR Z,27950 | Jump if so. | ||||||||||||
27933 | CP 1 | Is the sprite facing right? | ||||||||||||
27935 | JR Z,27962 | Jump if so. | ||||||||||||
27937 | CP 2 | Is the sprite facing down? | ||||||||||||
27939 | JR Z,27971 | Jump if so. | ||||||||||||
The sprite is facing left.
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27941 | DEC L | Point HL at the tile to the left of the sprite's current location. | ||||||||||||
27942 | JR NC,27981 | This jump is always made. | ||||||||||||
27944 | LD A,H | This code is never executed. | ||||||||||||
27945 | SUB 8 | |||||||||||||
27947 | LD H,A | |||||||||||||
27948 | JR 27981 | |||||||||||||
The sprite is facing up.
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27950 | LD A,L | Point HL at the tile above the sprite's current location. | ||||||||||||
27951 | SUB 32 | |||||||||||||
27953 | LD L,A | |||||||||||||
27954 | JR NC,27981 | |||||||||||||
27956 | LD A,H | |||||||||||||
27957 | SUB 8 | |||||||||||||
27959 | LD H,A | |||||||||||||
27960 | JR 27981 | |||||||||||||
The sprite is facing right.
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27962 | INC L | Point HL at the tile to the right of the sprite's current location. | ||||||||||||
27963 | JR NZ,27981 | |||||||||||||
27965 | LD A,H | |||||||||||||
27966 | ADD A,8 | |||||||||||||
27968 | LD H,A | |||||||||||||
27969 | JR 27981 | |||||||||||||
The sprite is facing down.
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27971 | LD A,L | Point HL at the tile below the sprite's current location. | ||||||||||||
27972 | ADD A,32 | |||||||||||||
27974 | LD L,A | |||||||||||||
27975 | JR NC,27981 | |||||||||||||
27977 | LD A,H | |||||||||||||
27978 | ADD A,8 | |||||||||||||
27980 | LD H,A | |||||||||||||
27981 | RET |
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