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Routines |
Prev: CDB8 | Up: Map | Next: CDF5 |
Used by the routine at CD8B.
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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 $CD95 | Move Rex to the left | ||
This entry point is used by the routine at CDB8.
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CDEC | LD A,($A25D) | Jump to kill Rex if collides with tile of death | ||
CDEF | CP $03 | |||
CDF1 | CALL Z,$9CC5 | |||
CDF4 | RET |
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