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Routines |
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| B | Number of characters to check |
| D | Number of first character to check |
| H | Puncher's, pellet's or conker's character number |
| 27820 | EX DE,HL | |
| 27821 | LD L,1 | Point HL at byte 1 of the next potential target's character buffer |
| 27823 | LD E,L | Point DE at byte 1 of the puncher's/pellet's/conker's character buffer |
| 27824 | LD A,(DE) | A=x-coordinate of the fist/pellet/conker |
| 27825 | CP (HL) | Does this match the target character's x-coordinate? |
| 27826 | JR Z,27834 | Jump if so |
| 27828 | INC H | Move to the next potential target |
| 27829 | DJNZ 27821 | Jump back until all potential targets have been checked |
| 27831 | EX DE,HL | |
| 27832 | SCF | Signal: no character was hit |
| 27833 | RET | |
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A potential victim of the fist, pellet or conker was found at the right x-coordinate. What about the y-coordinate?
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| 27834 | INC L | Point HL at byte 2 of the next potential target's character buffer |
| 27835 | INC E | Point DE at byte 2 of the puncher's/pellet's/conker's character buffer |
| 27836 | LD A,(DE) | A=y-coordinate of the fist/pellet/conker |
| 27837 | CP (HL) | Does this match the target character's y-coordinate? |
| 27838 | JR NZ,27828 | Jump back to consider the next character if not |
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The potential victim's coordinates are a perfect match.
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| 27840 | LD A,H | A=number of the stricken character |
| 27841 | CP 210 | Was ERIC hit? |
| 27843 | JR Z,27853 | Jump if so |
| 27845 | LD L,18 | Bytes 17 and 18 of the character's buffer may hold the address of a routine currently controlling that character (which would prevent him from being knocked over); pick up the MSB in A |
| 27847 | LD A,(HL) | |
| 27848 | AND A | Can this character be knocked over at the moment? |
| 27849 | JR NZ,27828 | Jump back to consider the next character if not |
| 27851 | EX DE,HL | Transfer the stricken character's number to D |
| 27852 | RET | |
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ERIC was the potential victim.
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| 27853 | LD A,(32763) | A=0 unless ERIC is engaged in some activity other than walking |
| 27856 | JR 27848 | |
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