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A55E: Update arrow tiles, shield recharger, respawn indicator, fire and water effect
Used by the routines at 947A and A915.
A55E LD HL,$AE8D Set HL to the offset address for arrows (tilt #0)
A561 LD A,($A017) Jump forward if tilt #0 frame
A564 OR A
A565 JP Z,$A56B
A568 LD HL,$AEAD Set HL to the base address for the animated arrows (tilt #1)
A56B LD DE,$6BC0 Set DE to the base address for the arrows tiles
A56E LD BC,$0020 Set BC to the number of bytes
A571 LDI Copy graphic data to tile address until all the bytes copied
A573 LDI
A575 LDI
A577 LDI
A579 LDI
A57B LDI
A57D LDI
A57F LDI
A581 JP PE,$A571
A584 CALL $A5A7 Update shield recharger
A587 LD IY,$A06B Set IY to the respawn fire index value
A58B LD DE,$A60C Set DE to the base address for the graphic data address table for the respawn fire
A58E LD HL,$6600 Set HL to the base address for the respawn fire tile graphic data
A591 LD BC,$0008 Set BC to the number of bytes to copy
A594 CALL $A5C4 Handle respawn fire animation
A597 LD IY,$A07C Set IY to the water effect index value
A59B LD DE,$A61A Set DE to the base address for the graphic data address table for the water effect
A59E LD HL,$67D8 Set HL to the base address for the water tile graphic data
A5A1 LD BC,$0008 Set BC to the number of bytes to copy
A5A4 JP $A5C4 Jump to handle the water effect
Update shield recharger
A5A7 LD IY,$A06A Set IY to the shield recharger index value
A5AB LD DE,$A602 Set DE to the base address for the graphic data address table of shield recharger
A5AE LD HL,$6BB0 Set HL to the base address for the shield recharger tile graphic data
A5B1 LD BC,$0010 Set BC to the number of bytes to copy
A5B4 JP $A5C4 Jump to handle shield recharger animation
Update respawn indicators
A5B7 LD IY,$A069 Set IY to the respawn indicator index value
A5BB LD DE,$A5F4 Set DE to the base address for the graphic data address table of respawn indicator
A5BE LD HL,$6BA8 Set HL to the base address for the respawn indicator tile graphic data
A5C1 LD BC,$0008 Set BC to the number of bytes to copy
Animate tile graphic
A5C4 LD ($A093),DE Set A093 the base address for the table of graphic data address
A5C8 LD ($A095),HL Set A095 the base address for the tile graphic data
A5CB INC (IY+$00) Increase loop value
A5CE INC (IY+$00)
A5D1 LD L,(IY+$00) Point into DE the address for the corresponent index
A5D4 LD H,$00
A5D6 LD DE,($A093)
A5DA ADD HL,DE
A5DB EX DE,HL
A5DC LD A,(DE) if value is $FF then reset the index
A5DD CP $FF
A5DF JP NZ,$A5E9
A5E2 LD (IY+$00),$00
A5E6 JP $A5D1 Jump to handle next address
A5E9 LD L,A Set into HL the base address for the next graphic data of the tile animation
A5EA INC DE
A5EB LD A,(DE)
A5EC LD H,A
A5ED LD DE,($A095) Set DE to the base address for the tile graphic data
A5F1 LDIR Copy all the bytes of the tiles
A5F3 RET
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