Routines 
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$322E  LDY $26  Pick up the character's animatory state from $26.  
$3230  LDA #$00  Prepare to address the animatory state tile references at $8D00 onwards.  
$3232  STA $50  
$3234  LDA #$8D  
$3236  STA $51  
$3238  LDA $FC  Pick up the character's xcoordinate from $FC and store it at $57. This is the initial play area xcoordinate.  
$323A  STA $57  
Here we enter a loop to consider each tile of the character's sprite that is currently on screen, working column by column from left to right.


$323C  LDA $FB  Pick up the character's ycoordinate from $FB and store it at $4A. This is the initial play area ycoordinate.  
$323E  STA $4A  
$3240  LDA $57  Pick up the play area xcoordinate from $57.  
$3242  CMP $58  Is it less than the xcoordinate of the leftmost column of the skool on screen?  
$3244  BCS $3249  Branch if not.  
$3246  JMP $3269  Otherwise jump forward to consider the next column of tiles in the character's sprite.  
$3249  CMP $59  Is the play area xcoordinate less than the xcoordinate of the leftmost column of the skool off screen?  
$324B  BCS $3269  Branch if not to consider the next column of tiles in the character's sprite (which will also be off screen).  
$324D  LDX #$04  There are four rows of tiles in a character's sprite.  
$324F  LDY $26  Pick up the character's animatory state from $26.  
$3251  LDA ($50),Y  Pick up an animatory state tile reference.  
$3253  BEQ $325F  Branch if it's zero (i.e. the blank tile).  
$3255  LDA $57  Pick up the play area xcoordinate from $57.  
$3257  SEC  Subtract the xcoordinate of the leftmost column of the skool on screen to obtain the screen xcoordinate, and store it at $49.  
$3258  SBC $58  
$325A  STA $49  
$325C  JSR $36E3  Update the SRB for the character cell containing this sprite tile.  
$325F  INC $51  Point at the animatory state tile references for the next row of tiles in the character's sprite.  
$3261  INC $4A  Increment the play area ycoordinate at $4A.  
$3263  DEX  Decrement the tile row counter.  
$3264  BNE $324F  Branch back until all four tiles in this column have been checked.  
$3266  JMP $3270  Jump forward.  
$3269  LDA $51  Add 4 to the MSB of the animatory state tile reference address at $51. This now points at the first tile in the next column to the right.  
$326B  CLC  
$326C  ADC #$04  
$326E  STA $51  
$3270  INC $57  Increment the play area xcoordinate at $57. This now corresponds to the tiles in the next column to the right.  
$3272  LDA $51  Pick up the animatory state tile reference address MSB.  
$3274  CMP #$99  Have we done every tile in the sprite yet?  
$3276  BCC $323C  Branch back if not.  
$3278  RTS 
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