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Routines |
| Prev: CA35 | Up: Map | Next: CB41 |
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Used by the routine at CA69.
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| CAF6 | CALL $A6AB | Computes into HL address position in tile type buffer based on (x,y) position on screen | ||||||
| CAF9 | LD DE,$0060 | Set HL to point under the feet of the enemy | ||||||
| CAFC | ADD HL,DE | |||||||
| CAFD | LD ($A22C),HL | |||||||
| CB00 | LD A,(HL) | Set A the tile type | ||||||
| CB01 | CALL $CE17 | Check if tile type is background | ||||||
| CB04 | JP Z,$CB3F | Jump if is a background tile | ||||||
| CB07 | LD DE,$0020 | Set HL to point in front the feet of the enemy | ||||||
| CB0A | AND A | |||||||
| CB0B | SBC HL,DE | |||||||
| CB0D | LD A,(HL) | Set A the tile type | ||||||
| CB0E | OR A | Check if tile type is background | ||||||
| CB0F | JP NZ,$CB3F | Jump if not a background tile | ||||||
| CB12 | AND A | Set HL to point in front the head of the enemy | ||||||
| CB13 | SBC HL,DE | |||||||
| CB15 | LD A,(HL) | Set A the tile type | ||||||
| CB16 | CALL $CE17 | Check if tile type is background | ||||||
| CB19 | JP NZ,$CB3F | Jump if not a background tile | ||||||
| CB1C | LD HL,($A22C) | Recover base address under of the feet of enemy and increase pointer | ||||||
| CB1F | INC HL | |||||||
| CB20 | LD A,(HL) | Set A the tile type | ||||||
| CB21 | CALL $CE17 | Check if tile type is background | ||||||
| CB24 | JP Z,$CB3F | Jump if is a background tile | ||||||
| CB27 | LD DE,$0020 | Set HL to point in front the feet of the enemy | ||||||
| CB2A | AND A | |||||||
| CB2B | SBC HL,DE | |||||||
| CB2D | LD A,(HL) | Set A the tile type | ||||||
| CB2E | OR A | Check if tile type is background | ||||||
| CB2F | JP NZ,$CB3F | Jump if not a background tile | ||||||
| CB32 | AND A | Set HL to point in front the head of the enemy | ||||||
| CB33 | SBC HL,DE | |||||||
| CB35 | LD A,(HL) | Set A the tile type | ||||||
| CB36 | CALL $CE17 | Check if tile type is background | ||||||
| CB39 | JP NZ,$CB3F | Jump if not a background tile | ||||||
| CB3C | LD A,$FF | Return A = $FF so the enemy can be generated | ||||||
| CB3E | RET | |||||||
| CB3F | XOR A | Return A = 0 so the enemy cannot be generated | ||||||
| CB40 | RET | |||||||
| Prev: CA35 | Up: Map | Next: CB41 |