| Routines

961E: Check and set the attribute byte for a cell occupied by Willy's sprite

Used by the routine at 95C8. Sets the attribute byte in the buffer at 5C00 for one of the six cells (in three rows of two) occupied by or under Willy's sprite, or kills Willy if the cell contains a nasty. On entry, C holds either 0x0F if the cell is in the top two rows, or Willy's y-coordinate if the cell is in the bottom row.
Input
C | 0x0F or Willy's y-coordinate
HL | Address of the attribute byte in the buffer at 5C00
961E | LD A,($80A0) | Pick up the attribute byte of the background tile in the current room from 80A0
9621 | CP (HL) | Does this cell contain a background tile?
9622 | JR NZ,$962F | Jump if not
9624 | 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
9625 | AND $0F
9627 | JR Z,$962F | Jump if we are going to retain the current INK colour in this cell
9629 | LD A,($80A0) | Pick up the attribute byte of the background tile in the current room from 80A0
962C | OR $07 | Set bits 0-2, making the INK white
962E | LD (HL),A | Set the attribute byte for this cell in the buffer at 5C00
962F | LD A,($80BB) | Pick up the attribute byte of the nasty tile in the current room from 80BB
9632 | CP (HL) | Has Willy hit a nasty?
9633 | JP Z,$90B6 | Kill Willy if so
9636 | RET |