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Routines |
| Prev: 26426 | Up: Map | Next: 26730 |
| 26657 | LD A,(31865) | Pick up the tunnel timer. | ||
| 26660 | AND A | Is Horace in a tunnel at the moment? | ||
| 26661 | JR Z,26674 | Jump if not. | ||
| 26663 | DEC A | Decrement the tunnel timer. | ||
| 26664 | LD (31865),A | |||
| 26667 | LD HL,(31853) | Update Horace's current location. | ||
| 26670 | LD (31851),HL | |||
| 26673 | RET | |||
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This entry point is used by the routine at 26426 to draw Horace during the Horace-has-died colour-cycling effect.
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| 26674 | LD A,(31858) | Increment Horace's walking animation timer. | ||
| 26677 | INC A | |||
| 26678 | LD (31858),A | |||
| 26681 | AND 16 | Keep only bit 4. | ||
| 26683 | CP 0 | Is bit 4 set now? (This instruction is redundant.) | ||
| 26685 | JR NZ,26692 | Jump if so. | ||
| 26687 | LD HL,32071 | Point HL at the graphic data for Horace's sprite (frame 4). | ||
| 26690 | JR 26695 | |||
| 26692 | LD HL,31943 | This is the base address of the graphic data for Horace's sprite (frame 0). | ||
| 26695 | LD A,(31856) | Pick up Horace's animation frame in A. | ||
| 26698 | RLC A | Point DE at the graphic data for the corresponding sprite (HL+32*A). | ||
| 26700 | RLC A | |||
| 26702 | RLC A | |||
| 26704 | RLC A | |||
| 26706 | RLC A | |||
| 26708 | LD B,0 | |||
| 26710 | LD C,A | |||
| 26711 | ADD HL,BC | |||
| 26712 | EX DE,HL | |||
| 26713 | LD HL,(31853) | Update Horace's current location. | ||
| 26716 | LD (31851),HL | |||
| 26719 | CALL 27663 | Set HL' to the corresponding attribute file address. | ||
| 26722 | LD A,(31857) | Pick up Horace's attribute byte and copy it to C. | ||
| 26725 | LD C,A | |||
| 26726 | CALL 27606 | Draw Horace. | ||
| 26729 | RET | |||
| Prev: 26426 | Up: Map | Next: 26730 |