Routines |
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E00B | LD A,($A085) | Pick the visibility indicator of the enemy windows | ||||||
E00E | OR A | Is hidden? | ||||||
E00F | RET Z | Then return | ||||||
E010 | LD ($A081),HL | Save at A081 the address pointer for the enemy animation definition | ||||||
E013 | LD IX,($A081) | Save at IX the address pointer for the enemy animation definition | ||||||
E017 | LD A,(IX+$02) | Copy at $E04D the width of the sprite | ||||||
E01A | LD ($E04D),A | |||||||
E01D | LD A,(IX+$03) | Copy at $E04E the height of the sprite | ||||||
E020 | LD ($E04E),A | |||||||
E023 | LD A,(IX+$04) | Set A to the first animation frame | ||||||
E026 | PUSH IX | Save IX | ||||||
E028 | LD DE,$0004 | Points IX to the first animation frame | ||||||
E02B | ADD IX,DE | |||||||
E02D | PUSH IX | Save IX | ||||||
E02F | POP HL | Restore HL | ||||||
E030 | POP IX | Restore IX | ||||||
E032 | LD A,($A07F) | Set DE to the offset of the corresponding animation frame at A07F | ||||||
E035 | LD E,A | |||||||
E036 | LD D,$00 | |||||||
E038 | ADD HL,DE | |||||||
E039 | LD E,(HL) | |||||||
E03A | LD D,$00 | |||||||
E03C | LD L,(IX+$00) | Set HL the address pointer of the graphics data of the enemy to display | ||||||
E03F | LD H,(IX+$01) | |||||||
E042 | ADD HL,DE | |||||||
E043 | LD ($E049),HL | Save at E049 the addres pointer of the graphics data of the enemy to display | ||||||
E046 | CALL $D8C0 | Draws the enemy sprite defined in E049 |
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