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Routines |
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| F9D2 | CALL $E9C8 | Update the SRB for the character's current animatory state and location | ||||||||
| F9D5 | BIT 7,A | Is the character facing left? | ||||||||
| F9D7 | JR Z,$F9DB | Jump if so | ||||||||
| F9D9 | DEC E | Subtract 2 from the character's x-coordinate if he's facing right | ||||||||
| F9DA | DEC E | |||||||||
| F9DB | INC D | Add 2 to the character's y-coordinate | ||||||||
| F9DC | INC D | |||||||||
| F9DD | PUSH DE | Save the character's new coordinates | ||||||||
| F9DE | AND $F8 | A=character's base animatory state | ||||||||
| F9E0 | PUSH HL | Save the character number briefly | ||||||||
| F9E1 | PUSH AF | Save the character's base animatory state briefly | ||||||||
| F9E2 | CALL $F928 | Prepare the sprite tiles used by the character when lying down | ||||||||
| F9E5 | POP AF | Restore the character's base animatory state to A | ||||||||
| F9E6 | POP HL | Restore the character number to H | ||||||||
| F9E7 | ADD A,$07 | A=animatory state of the character lying down | ||||||||
| F9E9 | POP DE | Restore the character's new coordinates to DE | ||||||||
| F9EA | JP $E9D5 | Update the character's animatory state and location and update the SRB | ||||||||
| Prev: F9D1 | Up: Map |