Routines |
Prev: 9584 | Up: Map | Next: 95C8 |
Used by the routine at 9534.
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959A | LD A,($8420) | Pick up the number of the current room from 8420 | ||
959D | CP $21 | Are we in The Bathroom? | ||
959F | RET NZ | Return if not | ||
95A0 | LD A,($85CB) | Pick up the minute counter from 85CB; this will determine the animation frame to use for the toilet | ||
95A3 | AND $01 | Keep only bit 0 and move it to bit 5 | ||
95A5 | RRCA | |||
95A6 | RRCA | |||
95A7 | RRCA | |||
95A8 | LD E,A | Now E=0x00 or 0x20 | ||
95A9 | LD A,($85DF) | Pick up the game mode indicator from 85DF | ||
95AC | CP $03 | Is Willy's head down the toilet? | ||
95AE | JR NZ,$95B2 | Jump if not | ||
95B0 | SET 6,E | Now E=0x40 or 0x60 | ||
95B2 | LD D,$A6 | Point DE at the toilet sprite to use (A600, A620, A640 or A660) | ||
95B4 | LD IX,$82D0 | Draw the toilet at (13,28) in the screen buffer at 6000 | ||
95B8 | LD BC,$101C | |||
95BB | CALL $9668 | |||
95BE | LD HL,$0707 | H=L=0x07 (INK 7: PAPER 0) | ||
95C1 | LD ($5DBC),HL | Set the attribute bytes for the toilet in the buffer at 5C00 | ||
95C4 | LD ($5DDC),HL | |||
95C7 | RET |
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