Routines |
Prev: 8ED4 | Up: Map | Next: 90B6 |
8FBC | LD A,($85D0) | Pick up Willy's direction and movement flags from 85D0 | ||
8FBF | AND $02 | Is Willy moving left or right? | ||
8FC1 | RET Z | Return if not | ||
8FC2 | LD A,($85D6) | Pick up the rope status indicator from 85D6 | ||
8FC5 | DEC A | Is Willy on a rope? | ||
8FC6 | BIT 7,A | |||
8FC8 | RET Z | Return if so (Willy's movement along a rope is handled at 935E) | ||
8FC9 | LD A,($85D0) | Pick up Willy's direction and movement flags from 85D0 | ||
8FCC | AND $01 | Is Willy facing right? | ||
8FCE | JP Z,$9042 | Jump if so | ||
Willy is moving left.
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8FD1 | LD A,($85D2) | Pick up Willy's animation frame from 85D2 | ||
8FD4 | OR A | Is it 0? | ||
8FD5 | JR Z,$8FDC | If so, jump to move Willy's sprite left across a cell boundary | ||
8FD7 | DEC A | Decrement Willy's animation frame at 85D2 | ||
8FD8 | LD ($85D2),A | |||
8FDB | RET | |||
Willy's sprite is moving left across a cell boundary. In the comments that follow, (x,y) refers to the coordinates of the top-left cell currently occupied by Willy's sprite.
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8FDC | LD A,($85D1) | Pick up the airborne status indicator from 85D1 | ||
8FDF | LD BC,$0000 | Prepare BC for later addition | ||
8FE2 | CP $00 | Is Willy jumping? | ||
8FE4 | JR NZ,$900A | Jump if so | ||
8FE6 | LD HL,($85D3) | Collect Willy's attribute buffer coordinates from 85D3 | ||
8FE9 | LD BC,$0000 | Prepare BC for later addition (again, redundantly) | ||
8FEC | LD A,($80DA) | Pick up the direction byte of the ramp definition for the current room from 80DA | ||
8FEF | DEC A | Now A=0x1F if the ramp goes up to the left, or 0x41 if it goes up to the right | ||
8FF0 | OR $A1 | |||
8FF2 | XOR $E0 | |||
8FF4 | LD E,A | Point HL at the cell at (x-1,y+1) if the ramp goes up to the left, or at the cell at (x+1,y+2) if the ramp goes up to the right | ||
8FF5 | LD D,$00 | |||
8FF7 | ADD HL,DE | |||
8FF8 | LD A,($80C4) | Pick up the attribute byte of the ramp tile for the current room from 80C4 | ||
8FFB | CP (HL) | Is there a ramp tile in the cell pointed to by HL? | ||
8FFC | JR NZ,$900A | Jump if not | ||
8FFE | LD BC,$0020 | Prepare BC for later addition | ||
9001 | LD A,($80DA) | Pick up the direction byte of the ramp definition for the current room from 80DA | ||
9004 | OR A | Does the ramp go up to the right? | ||
9005 | JR NZ,$900A | Jump if so | ||
9007 | LD BC,$FFE0 | BC=-32 (the ramp goes up to the left) | ||
900A | LD HL,($85D3) | Collect Willy's attribute buffer coordinates from 85D3 | ||
900D | LD A,L | Is Willy's screen x-coordinate 0 (on the far left)? | ||
900E | AND $1F | |||
9010 | JP Z,$948A | If so, move Willy into the room to the left | ||
9013 | ADD HL,BC | Point HL at the cell at (x-1,y+1), or at the cell at (x-1,y) if Willy is on or about to step onto a ramp that goes up to the left, or at the cell at (x-1,y+2) if Willy is walking down a ramp | ||
9014 | DEC HL | |||
9015 | LD DE,$0020 | |||
9018 | ADD HL,DE | |||
9019 | LD A,($80B2) | Pick up the attribute byte of the wall tile for the current room from 80B2 | ||
901C | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
901D | RET Z | Return if so without moving Willy (his path is blocked) | ||
901E | LD A,($85CF) | Pick up Willy's y-coordinate (Y) from 85CF | ||
9021 | SRA C | Now B=Y (if Willy is neither on nor about to step onto a ramp), or Y+16 (if Willy is walking down a ramp), or Y-16 (if Willy is on or about to step onto a ramp that goes up to the left); this will be Willy's new y-coordinate | ||
9023 | ADD A,C | |||
9024 | LD B,A | |||
9025 | AND $0F | Is Willy at a point in a jump (left) where his sprite occupies three rows of cells? | ||
9027 | JR Z,$9032 | Jump if not (Willy's sprite is cell-aligned) | ||
9029 | LD A,($80B2) | Pick up the attribute byte of the wall tile for the current room from 80B2 | ||
902C | ADD HL,DE | Point HL at the cell at (x-1,y+2) | ||
902D | CP (HL) | Is there a wall tile there? | ||
902E | RET Z | Return if so without moving Willy (his path is blocked) | ||
902F | OR A | Point HL at the cell at (x-1,y+1) | ||
9030 | SBC HL,DE | |||
9032 | OR A | Point HL at the cell at (x-1,y), or at the cell at (x-1,y-1) if Willy is on or about to step onto a ramp that goes up to the left, or at the cell at (x-1,y+1) if Willy is walking down a ramp | ||
9033 | SBC HL,DE | |||
9035 | LD ($85D3),HL | Save Willy's new attribute buffer coordinates (in HL) at 85D3 | ||
9038 | LD A,B | Save Willy's new y-coordinate at 85CF | ||
9039 | LD ($85CF),A | |||
903C | LD A,$03 | Change Willy's animation frame at 85D2 from 0 to 3 | ||
903E | LD ($85D2),A | |||
9041 | RET | |||
Willy is moving right.
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9042 | LD A,($85D2) | Pick up Willy's animation frame from 85D2 | ||
9045 | CP $03 | Is it 3? | ||
9047 | JR Z,$904E | If so, jump to move Willy's sprite right across a cell boundary | ||
9049 | INC A | Increment Willy's animation frame at 85D2 | ||
904A | LD ($85D2),A | |||
904D | RET | |||
Willy's sprite is moving right across a cell boundary. In the comments that follow, (x,y) refers to the coordinates of the top-left cell currently occupied by Willy's sprite.
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904E | LD A,($85D1) | Pick up the airborne status indicator from 85D1 | ||
9051 | LD BC,$0000 | Prepare BC for later addition | ||
9054 | OR A | Is Willy jumping? | ||
9055 | JR NZ,$9078 | Jump if so | ||
9057 | LD HL,($85D3) | Collect Willy's attribute buffer coordinates from 85D3 | ||
905A | LD A,($80DA) | Pick up the direction byte of the ramp definition for the current room from 80DA | ||
905D | DEC A | Now A=0x40 if the ramp goes up to the left, or 0x22 if it goes up to the right | ||
905E | OR $9D | |||
9060 | XOR $BF | |||
9062 | LD E,A | Point HL at the cell at (x,y+2) if the ramp goes up to the left, or at the cell at (x+2,y+1) if the ramp goes up to the right | ||
9063 | LD D,$00 | |||
9065 | ADD HL,DE | |||
9066 | LD A,($80C4) | Pick up the attribute byte of the ramp tile for the current room from 80C4 | ||
9069 | CP (HL) | Is there a ramp tile in the cell pointed to by HL? | ||
906A | JR NZ,$9078 | Jump if not | ||
906C | LD BC,$0020 | Prepare BC for later addition | ||
906F | LD A,($80DA) | Pick up the direction byte of the ramp definition for the current room from 80DA | ||
9072 | OR A | Does the ramp go up to the left? | ||
9073 | JR Z,$9078 | Jump if so | ||
9075 | LD BC,$FFE0 | BC=-32 (the ramp goes up to the right) | ||
9078 | LD HL,($85D3) | Collect Willy's attribute buffer coordinates from 85D3 | ||
907B | ADD HL,BC | Point HL at the cell at (x+2,y), or at the cell at (x+2,y+1) if Willy is walking down a ramp, or at the cell at (x+2,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
907C | INC HL | |||
907D | INC HL | |||
907E | LD A,L | Is Willy's screen x-coordinate 30 (on the far right)? | ||
907F | AND $1F | |||
9081 | JP Z,$949E | If so, move Willy into the room on the right | ||
9084 | LD DE,$0020 | Prepare DE for addition | ||
9087 | LD A,($80B2) | Pick up the attribute byte of the wall tile for the current room from 80B2 | ||
908A | ADD HL,DE | Point HL at the cell at (x+2,y+1), or at the cell at (x+2,y+2) if Willy is walking down a ramp, or at the cell at (x+2,y) if Willy is on or about to step onto a ramp that goes up to the right | ||
908B | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
908C | RET Z | Return if so without moving Willy (his path is blocked) | ||
908D | LD A,($85CF) | Pick up Willy's y-coordinate (Y) from 85CF | ||
9090 | SRA C | Now B=Y (if Willy is neither on nor about to step onto a ramp), or Y+16 (if Willy is walking down a ramp), or Y-16 (if Willy is on or about to step onto a ramp that goes up to the right); this will be Willy's new y-coordinate | ||
9092 | ADD A,C | |||
9093 | LD B,A | |||
9094 | AND $0F | Is Willy at a point in a jump (right) where his sprite occupies three rows of cells? | ||
9096 | JR Z,$90A1 | Jump if not (Willy's sprite is cell-aligned) | ||
9098 | LD A,($80B2) | Pick up the attribute byte of the wall tile for the current room from 80B2 | ||
909B | ADD HL,DE | Point HL at the cell at (x+2,y+2) | ||
909C | CP (HL) | Is there a wall tile there? | ||
909D | RET Z | Return if so without moving Willy (his path is blocked) | ||
909E | OR A | Point HL at the cell at (x+2,y+1) | ||
909F | SBC HL,DE | |||
90A1 | LD A,($80B2) | Pick up the attribute byte of the wall tile for the current room from 80B2 | ||
90A4 | OR A | Point HL at the cell at (x+2,y), or at the cell at (x+2,y+1) if Willy is walking down a ramp, or at the cell at (x+2,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
90A5 | SBC HL,DE | |||
90A7 | CP (HL) | Is there a wall tile in the cell pointed to by HL? | ||
90A8 | RET Z | Return if so without moving Willy (his path is blocked) | ||
90A9 | DEC HL | Point HL at the cell at (x+1,y), or at the cell at (x+1,y+1) if Willy is walking down a ramp, or at the cell at (x+1,y-1) if Willy is on or about to step onto a ramp that goes up to the right | ||
90AA | LD ($85D3),HL | Save Willy's new attribute buffer coordinates (in HL) at 85D3 | ||
90AD | XOR A | Change Willy's animation frame at 85D2 from 3 to 0 | ||
90AE | LD ($85D2),A | |||
90B1 | LD A,B | Save Willy's new y-coordinate at 85CF | ||
90B2 | LD ($85CF),A | |||
90B5 | RET |
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