Routines |
Prev: A535 | Up: Map | Next: A5F4 |
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 |
Prev: A535 | Up: Map | Next: A5F4 |