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Routines |
Prev: 9CFD | Up: Map | Next: 9D68 |
Used by the routine at A0F8.
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9D2D | INC HL | Increment address of tile type buffer | ||
9D2E | LD A,($A254) | Jump forward if Rex is facing right | ||
9D31 | OR A | |||
9D32 | JP Z,$9D37 | |||
9D35 | DEC HL | Rex is facing left, decrement address into til type buffer to check for tile type | ||
9D36 | DEC HL | |||
9D37 | LD A,(HL) | Return if tile type is not respawn | ||
9D38 | CP $07 | |||
9D3A | RET NZ | |||
9D3B | LD DE,$D59D | Set DE to point to respawn sound data | ||
9D3E | LD A,($D5D2) | Configure sound channel and mixer register if sound channel 2 is free | ||
9D41 | CP $FF | |||
9D43 | CALL Z,$D37F | |||
9D46 | CALL $A740 | Update graphic data of respawn indicators | ||
9D49 | LD A,($A24F) | Return if x-position of Rex bits 2-0 is not 2 | ||
9D4C | AND $07 | |||
9D4E | CP $02 | |||
9D50 | RET NZ | |||
save respawn point
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9D51 | LD A,($A24F) | Save fixed grid x-position of Rex into A1F2 | ||
9D54 | AND $F8 | |||
9D56 | LD ($A1F2),A | |||
9D59 | LD A,($A250) | Save fixed grid y-position of Rex into A1F3 | ||
9D5C | AND $F8 | |||
9D5E | LD ($A1F3),A | |||
9D61 | LD A,($A251) | Save room number into A1F4 | ||
9D64 | LD ($A1F4),A | |||
9D67 | RET |
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