Routines |
Prev: 923A | Up: Map | Next: 927F |
Used by the routine at 923A.
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925F | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020 | ||||||||
9262 | CP (HL) | Does this cell contain a background tile? | ||||||||
9263 | JR NZ,$9270 | Jump if not | ||||||||
9265 | LD A,C | Set the zero flag if we are going to retain the INK colour in this cell; this happens only if the cell is in the bottom row and Willy's sprite is confined to the top two rows | ||||||||
9266 | AND $0F | |||||||||
9268 | JR Z,$9270 | Jump if we are going to retain the current INK colour in this cell | ||||||||
926A | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020 | ||||||||
926D | OR $07 | Set bits 0-2, making the INK white | ||||||||
926F | LD (HL),A | Set the attribute byte for this cell in the buffer at 5C00 | ||||||||
9270 | LD A,($804D) | Pick up the attribute byte of the first nasty tile for the current cavern from 804D | ||||||||
9273 | CP (HL) | Has Willy hit a nasty of the first kind? | ||||||||
9274 | JP Z,$8D05 | Kill Willy if so | ||||||||
9277 | LD A,($8056) | Pick up the attribute byte of the second nasty tile for the current cavern from 8056 | ||||||||
927A | CP (HL) | Has Willy hit a nasty of the second kind? | ||||||||
927B | JP Z,$8D05 | Kill Willy if so | ||||||||
927E | RET |
Prev: 923A | Up: Map | Next: 927F |