|  | Routines | 
| Prev: C9CA | Up: Map | Next: CB52 | 
| 
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| CB03 | CALL $A503 | Computes into HL address position in tile type buffer based on (x,y) position on screen | ||||||
| CB06 | LD DE,$0061 | Set HL to point in front-under the feet of the enemy | ||||||
| CB09 | ADD HL,DE | |||||||
| CB0A | LD ($A093),HL | |||||||
| CB0D | LD A,(HL) | Set A the tile type | ||||||
| CB0E | CALL $D08B | Check if tile type is background | ||||||
| CB11 | JP Z,$CB50 | Jump if not a background tile | ||||||
| CB14 | LD DE,$0020 | Set HL to point in front the feet of the enemy | ||||||
| CB17 | AND A | |||||||
| CB18 | SBC HL,DE | |||||||
| CB1A | LD A,(HL) | Set A the tile type | ||||||
| CB1B | CALL $D08B | Check if tile type is background | ||||||
| CB1E | JP NZ,$CB50 | Jump if not a background tile | ||||||
| CB21 | AND A | Set HL to point in front the head of the enemy | ||||||
| CB22 | SBC HL,DE | |||||||
| CB24 | LD A,(HL) | Set A the tile type | ||||||
| CB25 | CALL $D08B | Check if tile type is background | ||||||
| CB28 | JP NZ,$CB50 | Jump if not a background tile | ||||||
| CB2B | LD HL,($A093) | Recover base address in front-under of the feet of enemy and increase pointer | ||||||
| CB2E | INC HL | |||||||
| CB2F | LD A,(HL) | Set A the tile type | ||||||
| CB30 | CALL $D08B | Check if tile type is background | ||||||
| CB33 | JP Z,$CB50 | Jump if not a background tile | ||||||
| CB36 | LD DE,$0020 | Set HL to point in front the feet of the enemy | ||||||
| CB39 | AND A | |||||||
| CB3A | SBC HL,DE | |||||||
| CB3C | LD A,(HL) | Set A the tile type | ||||||
| CB3D | CALL $D08B | Check if tile type is background | ||||||
| CB40 | JP NZ,$CB50 | Jump if not a background tile | ||||||
| CB43 | AND A | Set HL to point in front the head of the enemy | ||||||
| CB44 | SBC HL,DE | |||||||
| CB46 | LD A,(HL) | Set A the tile type | ||||||
| CB47 | CALL $D08B | Check if tile type is background | ||||||
| CB4A | JP NZ,$CB50 | Jump if not a background tile | ||||||
| CB4D | LD A,$FF | Return A = $FF so the enemy can be generated | ||||||
| CB4F | RET | |||||||
| CB50 | XOR A | Return A = 0 so the enemy cannot be generated | ||||||
| CB51 | RET | |||||||
| Prev: C9CA | Up: Map | Next: CB52 |