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CDD2: Handle Rex collision detection moving left
Used by the routine at CD8B.
CDD2 LD HL,($A1B2) Set HL the address into tile type buffer in front-up of Rex
CDD5 LD DE,$0020
CDD8 ADD HL,DE
CDD9 CALL $CDF5 Return if tile is wall
CDDC JP Z,$CDEC
CDDF LD DE,$0020 Set HL the address into tile type buffer in front-bottom of Rex
CDE2 ADD HL,DE
CDE3 CALL $CDF5 Jump to check tile of death if tile is wall
CDE6 JP Z,$CDEC
CDE9 JP $CD95 Move Rex to the left
This entry point is used by the routine at CDB8.
CDEC LD A,($A25D) Jump to kill Rex if collides with tile of death
CDEF CP $03
CDF1 CALL Z,$9CC5
CDF4 RET
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