Routines |
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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 |
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