Routines |
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Used by the routines at D4CC and Handler_SeaCreatures.
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Handler_SeaCreatureAnimation | D3AF | LD A,C | A=C. | |||||||||||||
D3B0 | SUB (IX+$0D) | A-=*IX+0D. | ||||||||||||||
D3B3 | JR Z,Handler_SeaCreatureAnimation_0 | Jump to Handler_SeaCreatureAnimation_0 if the result is zero. | ||||||||||||||
D3B5 | CP $FF | Compare A with FF. | ||||||||||||||
D3B7 | PUSH AF | Stash AF on the stack. | ||||||||||||||
D3B8 | CALL Z,Handler_SeaCreatureAnimation_4 | Call Handler_SeaCreatureAnimation_4 if A was equal to FF on line D3B3. | ||||||||||||||
D3BB | POP AF | Restore AF from the stack. | ||||||||||||||
D3BC | CALL NZ,Handler_SeaCreatureAnimation_6 | Call Handler_SeaCreatureAnimation_6 if A was not equal to FF on line D3B3. | ||||||||||||||
D3BF | JR Handler_SeaCreatureAnimation_1 | Jump to Handler_SeaCreatureAnimation_1. | ||||||||||||||
Handler_SeaCreatureAnimation_0 | D3C1 | LD A,E | Jump to Handler_SeaCreatureAnimation_1 if E is equal to *IX+0B. | |||||||||||||
D3C2 | CP (IX+$0B) | |||||||||||||||
D3C5 | JR Z,Handler_SeaCreatureAnimation_1 | |||||||||||||||
D3C7 | CP $03 | Call Handler_SeaCreatureAnimation_6 if E is equal to 03. | ||||||||||||||
D3C9 | CALL Z,Handler_SeaCreatureAnimation_6 | |||||||||||||||
Handler_SeaCreatureAnimation_1 | D3CC | LD A,B | A=B. | |||||||||||||
D3CD | SUB (IX+$0E) | A-=*IX+0E. | ||||||||||||||
D3D0 | JR Z,Handler_SeaCreatureAnimation_2 | Jump to Handler_SeaCreatureAnimation_2 if the result is zero. | ||||||||||||||
D3D2 | CP $FF | Compare A with FF. | ||||||||||||||
D3D4 | PUSH AF | Stash AF on the stack. | ||||||||||||||
D3D5 | CALL Z,Handler_SeaCreatureAnimation_10 | Call Handler_SeaCreatureAnimation_10 if A was equal to FF on line D3D2. | ||||||||||||||
D3D8 | POP AF | Restore AF from the stack. | ||||||||||||||
D3D9 | CALL NZ,Handler_SeaCreatureAnimation_8 | Call Handler_SeaCreatureAnimation_8 if A was not equal to FF on line D3D2. | ||||||||||||||
D3DC | JR Handler_SeaCreatureAnimation_3 | Jump to Handler_SeaCreatureAnimation_3. | ||||||||||||||
Handler_SeaCreatureAnimation_2 | D3DE | LD A,D | Jump to Handler_SeaCreatureAnimation_3 if D is equal to *IX+0F. | |||||||||||||
D3DF | CP (IX+$0F) | |||||||||||||||
D3E2 | JR Z,Handler_SeaCreatureAnimation_3 | |||||||||||||||
D3E4 | CP $03 | Call Handler_SeaCreatureAnimation_8 if D is equal to 03. | ||||||||||||||
D3E6 | CALL Z,Handler_SeaCreatureAnimation_8 | |||||||||||||||
Handler_SeaCreatureAnimation_3 | D3E9 | RET | Return. | |||||||||||||
Handler_SeaCreatureAnimation_4 | D3EA | PUSH BC | Stash BC and DE on the stack. | |||||||||||||
D3EB | PUSH DE | |||||||||||||||
D3EC | LD C,(IX+$0D) | C=*IX+0D. | ||||||||||||||
D3EF | LD B,(IX+$0E) | B=*IX+0E. | ||||||||||||||
D3F2 | LD D,(IX+$08) | D=*IX+08. | ||||||||||||||
D3F5 | LD E,$01 | E=01. | ||||||||||||||
D3F7 | LD A,(IX+$03) | Jump to Handler_SeaCreatureAnimation_5 if *IX+03 is equal to 03. | ||||||||||||||
D3FA | CP $03 | |||||||||||||||
D3FC | JR Z,Handler_SeaCreatureAnimation_5 | |||||||||||||||
D3FE | INC D | Increment D by one. | ||||||||||||||
Handler_SeaCreatureAnimation_5 | D3FF | CALL GoldfishGame_EraseSprite | Call GoldfishGame_EraseSprite. | |||||||||||||
D402 | POP DE | Restore DE and BC from the stack. | ||||||||||||||
D403 | POP BC | |||||||||||||||
D404 | RET | Return. | ||||||||||||||
Handler_SeaCreatureAnimation_6 | D405 | PUSH BC | Stash BC and DE on the stack. | |||||||||||||
D406 | PUSH DE | |||||||||||||||
D407 | LD A,(IX+$0D) | A=*IX+0D. | ||||||||||||||
D40A | LD C,(IX+$07) | C=*IX+07. | ||||||||||||||
D40D | SUB C | A-=C. | ||||||||||||||
D40E | LD C,A | C=A. | ||||||||||||||
D40F | LD B,(IX+$0E) | B=*IX+0E. | ||||||||||||||
D412 | LD D,(IX+$08) | D=*IX+08. | ||||||||||||||
D415 | LD E,$01 | E=01. | ||||||||||||||
D417 | LD A,(IX+$03) | Jump to Handler_SeaCreatureAnimation_7 if *IX+03 is equal to 03. | ||||||||||||||
D41A | CP $03 | |||||||||||||||
D41C | JR Z,Handler_SeaCreatureAnimation_7 | |||||||||||||||
D41E | INC D | Increment D by one. | ||||||||||||||
Handler_SeaCreatureAnimation_7 | D41F | CALL GoldfishGame_EraseSprite | Call GoldfishGame_EraseSprite. | |||||||||||||
D422 | POP DE | Restore DE and BC from the stack. | ||||||||||||||
D423 | POP BC | |||||||||||||||
D424 | RET | Return. | ||||||||||||||
Handler_SeaCreatureAnimation_8 | D425 | PUSH BC | Stash BC and DE on the stack. | |||||||||||||
D426 | PUSH DE | |||||||||||||||
D427 | LD A,(IX+$0E) | A=*IX+0E. | ||||||||||||||
D42A | LD D,(IX+$08) | D=*IX+08. | ||||||||||||||
D42D | SUB D | A-=D. | ||||||||||||||
D42E | LD B,A | B=A. | ||||||||||||||
D42F | LD E,(IX+$07) | E=*IX+07. | ||||||||||||||
D432 | LD C,(IX+$0D) | C=*IX+0D. | ||||||||||||||
D435 | LD D,$01 | D=01. | ||||||||||||||
D437 | LD A,(IX+$02) | Jump to Handler_SeaCreatureAnimation_9 if *IX+02 is equal to 03. | ||||||||||||||
D43A | CP $03 | |||||||||||||||
D43C | JR Z,Handler_SeaCreatureAnimation_9 | |||||||||||||||
D43E | INC E | Increment E by one. | ||||||||||||||
Handler_SeaCreatureAnimation_9 | D43F | CALL GoldfishGame_EraseSprite | Call GoldfishGame_EraseSprite. | |||||||||||||
D442 | POP DE | Restore DE and BC from the stack. | ||||||||||||||
D443 | POP BC | |||||||||||||||
D444 | RET | Return. | ||||||||||||||
Handler_SeaCreatureAnimation_10 | D445 | PUSH BC | Stash BC and DE on the stack. | |||||||||||||
D446 | PUSH DE | |||||||||||||||
D447 | LD C,(IX+$0D) | C=*IX+0D. | ||||||||||||||
D44A | LD B,(IX+$0E) | B=*IX+0E. | ||||||||||||||
D44D | LD D,$01 | D=01. | ||||||||||||||
D44F | LD E,(IX+$07) | E=*IX+07. | ||||||||||||||
D452 | LD A,(IX+$02) | Jump to Handler_SeaCreatureAnimation_11 if *IX+02 is equal to 03. | ||||||||||||||
D455 | CP $03 | |||||||||||||||
D457 | JR Z,Handler_SeaCreatureAnimation_11 | |||||||||||||||
D459 | INC E | Increment E by one. | ||||||||||||||
Handler_SeaCreatureAnimation_11 | D45A | CALL GoldfishGame_EraseSprite | Call GoldfishGame_EraseSprite. | |||||||||||||
D45D | POP DE | Restore DE and BC from the stack. | ||||||||||||||
D45E | POP BC | |||||||||||||||
D45F | RET | Return. |
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