![]() |
Routines |
| H | 168 (ANGELFACE) or 172 (ERIC) |
| 28569 | LD L,98 | Byte 98 of the puncher's buffer holds his x-coordinate |
| 28571 | LD A,(HL) | Pick this up in A |
| 28572 | DEC L | L=97 |
| 28573 | LD D,(HL) | Pick up the puncher's y-coordinate in D |
| 28574 | DEC L | L=96 |
| 28575 | LD C,(HL) | Pick up the puncher's animatory state in C |
| 28576 | SUB 2 | A=x-coordinate of the location two spaces in front of the puncher |
| 28578 | BIT 7,(HL) | |
| 28580 | JR Z,28584 | |
| 28582 | ADD A,4 | |
| 28584 | LD E,A | Store the potential victim's x-coordinate in E |
| 28585 | LD A,(32763) | Collect ERIC's status flags from 32763 |
| 28588 | AND A | Is ERIC doing the punching? |
| 28589 | JR NZ,28606 | Jump if so |
| 28591 | LD H,172 | 172=ERIC |
| 28593 | CALL 28416 | Was ERIC punched? |
| 28596 | JR NC,28606 | Jump if not |
| 28598 | LD DE,32763 | 32763 holds ERIC's status flags |
| 28601 | EX DE,HL | |
| 28602 | SET 4,(HL) | Signal: ERIC was hit |
| 28604 | EX DE,HL | |
| 28605 | RET |
| 28606 | LD B,3 | There are three main kids |
| 28608 | LD H,169 | 169=EINSTEIN |
| 28610 | CALL 28416 | Was this main kid punched? |
| 28613 | JR NC,28626 | Jump if not |
| 28615 | LD L,111 | Place the address of the routine at 27206 into bytes 111 and 112 of the victim's character buffer |
| 28617 | LD (HL),70 | |
| 28619 | INC L | |
| 28620 | LD (HL),106 | |
| 28622 | INC L | Initialise the parameter determining how long the character will stay down (in byte 113) |
| 28623 | LD (HL),20 | |
| 28625 | RET | |
| 28626 | DEC H | Next main kid |
| 28627 | DJNZ 28610 | Jump back until three main kids have been considered |
| 28629 | LD H,152 | 152=character number of little boy no. 1 |
| 28631 | LD B,11 | There are 11 little boys |
| 28633 | CALL 28416 | Was this little boy hit? |
| 28636 | JR C,28615 | Knock him over if so |
| 28638 | INC H | Next little boy |
| 28639 | DJNZ 28633 | Jump back until all 11 little boys have been considered |
| 28641 | RET |