Routines
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25008: Update a character's animatory state and location and update the SRB
Used by many routines. Sets the new animatory state and location of a character, and updates the screen refresh buffer (SRB) accordingly.
Input
A New animatory state
D New y-coordinate (154-169)
E New x-coordinate (0-95)
H Character number (152-172)
25008 LD L,96 Point HL at byte 96 of the character's buffer
25010 LD (HL),A Set the new animatory state
25011 LD B,A Store the new animatory state in B for later
25012 INC L L=97
25013 LD (HL),D Set the new y-coordinate
25014 INC L L=98
25015 LD (HL),E Set the new x-coordinate
This entry point is used by the routine at 25108.
25016 LD A,(32512) A=leftmost column of the skool on-screen (0-64)
25019 SUB 3 Is the far left of the skool in view?
25021 JR C,25025 Jump if so
25023 CP E Is the character off-screen to the left?
25024 RET NC Return if so (SRB does not need updating)
25025 ADD A,34
25027 CP E Is the character off-screen to the right?
25028 RET C Return if so (SRB does not need updating)
25029 SUB 32 A=character's screen x-coordinate: -2<=A<=31
25031 CPL
25032 ADD A,E
25033 PUSH HL Save the character number
25034 LD L,B L=character's new animatory state
25035 LD H,173 Pages 173-176 store UDG references for the left column of the sprites
25037 BIT 7,A Is the left column of the sprite on-screen?
25039 JR Z,25051 Jump if so
25041 LD H,177 Pages 177-180 store UDG references for the middle column of the sprites
25043 INC A -1<=A<=0
25044 BIT 7,A Is the middle column of the sprite on-screen at the left?
25046 JR Z,25051 Jump if so
25048 INC A A=0
25049 LD H,181 Pages 181-184 store UDG references for the right column of the sprites
At this point, A holds the leftmost column of the screen (0-31) occupied by the character's sprite, and H holds the page number (173, 177, 181) corresponding to the leftmost column of the sprite that appears on-screen.
25051 RLCA Set the instruction at 27015 to SET n,(HL) where n is the appropriate bit of the SRB byte that needs to be set
25052 RLCA
25053 RLCA
25054 LD E,A
25055 AND 56
25057 ADD A,198
25059 LD (27016),A
25062 LD A,E A=8c (c=0-31: leftmost column of the screen occupied by the sprite)
25063 RLCA
25064 RLCA
25065 AND 3 A=INT(c/8)
25067 LD E,A E=INT(c/8)
25068 LD A,D A=character's y-coordinate (155-169)
25069 SUB 149 5<=A<=20
25071 ADD A,A A=4*(D-149)
25072 ADD A,A
25073 ADD A,E A=4*(D-149)+INT(c/8)
25074 LD E,A E=12+4*(D-152)+INT(c/8)
25075 LD D,127 Now HL points to the relevant byte of the SRB, and DE points to the base address of the sprite UDG references
25077 EX DE,HL
25078 CALL 27008 Update the SRB for one column of the character's sprite
25081 JR NZ,25104 Jump if we just updated the SRB for the right column of the sprite
25083 SUB 16 Point HL back to the relevant byte of the SRB
25085 LD L,A
25086 LD A,(27016) Prepare to change the instruction at 27015 from SET n,(HL) to SET n+1,(HL)
25089 ADD A,8
25091 LD (27016),A Change the instruction at 27015 from SET n,(HL) to SET n+1,(HL) or SET 0,(HL)
25094 JR NC,25078 Jump back unless the instruction at 27015 should be changed to SET 0,(HL) now
25096 INC L Move to the next byte of the SRB
25097 LD A,L The zero flag will be set now if we 'wrapped around' to the left side of the screen, i.e. the next column of the character sprite is off-screen to the right
25098 AND 3
25100 LD A,198 This will change the instruction at 27015 to SET 0,(HL)
25102 JR NZ,25091 Jump back to consider the remaining on-screen columns of the sprite
25104 POP HL Restore the character number (152-172) to H
25105 RET
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