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90C0: Move the rope and guardians in the current room
Used by the routine at 89AD.
90C0 LD IX,$8100 Point IX at the first byte of the first entity buffer at 8100
The entity-moving loop begins here.
90C4 LD A,(IX+$00) Pick up the first byte of the current entity's buffer
90C7 CP $FF Have we already dealt with every entity?
90C9 RET Z Return if so
90CA AND $03 Keep only bits 0 and 1 (which determine the type of entity)
90CC JP Z,$91B6 Jump to consider the next entity buffer if this one belongs to an arrow or is unused
90CF CP $01 Is this a horizontal guardian?
90D1 JP Z,$9133 Jump if so
90D4 CP $02 Is this a vertical guardian?
90D6 JP Z,$917F Jump if so
We are dealing with a rope.
90D9 BIT 7,(IX+$00) Is the rope currently swinging right to left?
90DD JR Z,$90FF Jump if so
The rope is swinging left to right.
90DF LD A,(IX+$01) Pick up the animation frame index
90E2 BIT 7,A Is the rope currently swinging away from the centre?
90E4 JR Z,$90F5 Jump if so
The rope is swinging left to right, towards the centre (0x84<=A<=0xB6).
90E6 SUB $02 Subtract 2 from the animation frame index in A
90E8 CP $94 Is it still 0x94 or greater?
90EA JR NC,$911D If so, use it as the next animation frame index
90EC SUB $02 Subtract 2 from the animation frame index again
90EE CP $80 Is it 0x80 now?
90F0 JR NZ,$911D If not, use it as the next animation frame index
90F2 XOR A The rope has reached the centre, so the next animation frame index is 0
90F3 JR $911D Jump to set it
The rope is swinging left to right, away from the centre (0x00<=A<=0x34).
90F5 ADD A,$02 Add 2 to the animation frame index in A
90F7 CP $12 Is it now 0x12 or greater?
90F9 JR NC,$911D If so, use it as the next animation frame index
90FB ADD A,$02 Add 2 to the animation frame index again
90FD JR $911D Use this value as the next animation frame index
The rope is swinging right to left.
90FF LD A,(IX+$01) Pick up the animation frame index
9102 BIT 7,A Is the rope currently swinging away from the centre?
9104 JR NZ,$9115 Jump if so
The rope is swinging right to left, towards the centre (0x04<=A<=0x36).
9106 SUB $02 Subtract 2 from the animation frame index in A
9108 CP $14 Is it still 0x14 or greater?
910A JR NC,$911D If so, use it as the next animation frame index
910C SUB $02 Subtract 2 from the animation frame index again
910E OR A Is it 0 now?
910F JR NZ,$911D If not, use it as the next animation frame index
9111 LD A,$80 The rope has reached the centre, so the next animation frame index is 0x80
9113 JR $911D Jump to set it
The rope is swinging right to left, away from the centre (0x80<=A<=0xB4).
9115 ADD A,$02 Add 2 to the animation frame index in A
9117 CP $92 Is it now 0x92 or greater?
9119 JR NC,$911D If so, use it as the next animation frame index
911B ADD A,$02 Add 2 to the animation frame index again
Now A holds the rope's next animation frame index.
911D LD (IX+$01),A Update the animation frame index
9120 AND $7F Reset bit 7
9122 CP (IX+$07) Does A match the eighth byte of the rope's buffer (0x36)?
9125 JP NZ,$91B6 If not, jump to consider the next entity
9128 LD A,(IX+$00) Flip bit 7 of the first byte of the rope's buffer: the rope has just changed direction and will now swing back towards the centre
912B XOR $80
912D LD (IX+$00),A
9130 JP $91B6 Jump to consider the next entity
We are dealing with a horizontal guardian.
9133 BIT 7,(IX+$00) Is the guardian currently moving left to right?
9137 JR NZ,$915C Jump if so
This guardian is moving right to left.
9139 LD A,(IX+$00) Update the guardian's animation frame (in bits 5 and 6 of the first byte of its buffer)
913C SUB $20
913E AND $7F
9140 LD (IX+$00),A
9143 CP $60 Is it time to update the x-coordinate of the guardian sprite?
9145 JR C,$91B6 If not, jump to consider the next entity
9147 LD A,(IX+$02) Pick up the sprite's current screen x-coordinate (0-31)
914A AND $1F
914C CP (IX+$06) Has the guardian reached the leftmost point of its path?
914F JR Z,$9156 Jump if so
9151 DEC (IX+$02) Decrement the sprite's x-coordinate
9154 JR $91B6 Jump to consider the next entity
9156 LD (IX+$00),$81 The guardian will now start moving left to right
915A JR $91B6 Jump to consider the next entity
This guardian is moving left to right.
915C LD A,(IX+$00) Update the guardian's animation frame (in bits 5 and 6 of the first byte of its buffer)
915F ADD A,$20
9161 OR $80
9163 LD (IX+$00),A
9166 CP $A0 Is it time to update the x-coordinate of the guardian sprite?
9168 JR NC,$91B6 If not, jump to consider the next entity
916A LD A,(IX+$02) Pick up the sprite's current screen x-coordinate (0-31)
916D AND $1F
916F CP (IX+$07) Has the guardian reached the rightmost point of its path?
9172 JR Z,$9179 Jump if so
9174 INC (IX+$02) Increment the sprite's x-coordinate
9177 JR $91B6 Jump to consider the next entity
9179 LD (IX+$00),$61 The guardian will now start moving right to left
917D JR $91B6 Jump to consider the next entity
We are dealing with a vertical guardian.
917F LD A,(IX+$00) Flip bit 3 of the first byte of the guardian's buffer (if bit 4 is set, the guardian's animation frame is updated on every pass through this routine; otherwise, it is updated on every second pass when bit 3 is set)
9182 XOR $08
9184 LD (IX+$00),A
9187 AND $18 Are bits 3 and 4 both reset now?
9189 JR Z,$9193 Jump if so
918B LD A,(IX+$00) Update the guardian's animation frame (in bits 5-7 of the first byte of its buffer)
918E ADD A,$20
9190 LD (IX+$00),A
9193 LD A,(IX+$03) Update the guardian's y-coordinate
9196 ADD A,(IX+$04)
9199 LD (IX+$03),A
919C CP (IX+$07) Has the guardian reached the lowest point of its path (maximum y-coordinate)?
919F JR NC,$91AE If so, jump to change its direction of movement
91A1 CP (IX+$06) Compare the new y-coordinate with the minimum value (the highest point of its path)
91A4 JR Z,$91A8 If they match, jump to change the guardian's direction of movement
91A6 JR NC,$91B6 If the new y-coordinate is above the minimum value, jump to consider the next entity
91A8 LD A,(IX+$06) Make sure that the guardian's y-coordinate is set to its minimum value
91AB LD (IX+$03),A
91AE LD A,(IX+$04) Negate the y-coordinate increment; this changes the guardian's direction of movement
91B1 NEG
91B3 LD (IX+$04),A
The current entity has been dealt with. Time for the next one.
91B6 LD DE,$0008 Point IX at the first byte of the next entity's buffer
91B9 ADD IX,DE
91BB JP $90C4 Jump back to deal with it
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