| Routines

925F: Check and set the attribute byte for a cell occupied by Willy's sprite

Used by the routine at 923A.
Input
C | 0x0F or Willy's y-coordinate
HL | Address of the cell in the attribute buffer at 5C00
925F | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020
9262 | CP (HL) | Does this cell contain a background tile?
9263 | JR NZ,$9270 | Jump if not
9265 | 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
9266 | AND $0F
9268 | JR Z,$9270 | Jump if we are going to retain the current INK colour in this cell
926A | LD A,($8020) | Pick up the attribute byte of the background tile for the current cavern from 8020
926D | OR $07 | Set bits 0-2, making the INK white
926F | LD (HL),A | Set the attribute byte for this cell in the buffer at 5C00
9270 | LD A,($804D) | Pick up the attribute byte of the first nasty tile for the current cavern from 804D
9273 | CP (HL) | Has Willy hit a nasty of the first kind?
9274 | JP Z,$8D05 | Kill Willy if so
9277 | LD A,($8056) | Pick up the attribute byte of the second nasty tile for the current cavern from 8056
927A | CP (HL) | Has Willy hit a nasty of the second kind?
927B | JP Z,$8D05 | Kill Willy if so
927E | RET |