Routines |
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Human_FullWave | E38D | POP HL | Restore human table pointer from the stack. | ||||
FullWave_DecreaseCountdown | E38E | LD A,(HL) | Decrease the humans action countdown by one. | ||||
E38F | DEC A | ||||||
E390 | LD (HL),A | ||||||
E391 | CP $C8 | Jump to FullWave_AboutToHide if the humans action countdown (A) is higher than C8. | |||||
E393 | JR NC,FullWave_AboutToHide | ||||||
E395 | CP $80 | Jump to FullWave_Action if the humans action countdown (A) is equal to 80. | |||||
E397 | JR Z,FullWave_Action | ||||||
E399 | JR C,FullWave_EndCycle | Jump to FullWave_EndCycle if the humans action countdown (A) is lower than 80. | |||||
Ensure the number is between 0-63.
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E39B | AND %00111111 | Keep only bits 0-5. | |||||
E39D | CP $20 | Jump to FullWave_Mirrored if A is higher than 20. | |||||
E39F | JR NC,FullWave_Mirrored | ||||||
Ensure the number is between 0-3.
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E3A1 | AND %00000011 | Keep only bits 0-1. | |||||
E3A3 | CP $02 | Jump to FullWave_LeftFrame1 if A is lower than 02. | |||||
E3A5 | JR C,FullWave_LeftFrame1 | ||||||
E3A7 | JR FullWave_LeftFrame2 | Jump to FullWave_LeftFrame2. | |||||
Ensure the number is between 0-3.
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FullWave_Mirrored | E3A9 | AND %00000011 | Keep only bits 0-1. | ||||
E3AB | CP $02 | Jump to FullWave_RightFrame1 if A is lower than 02. | |||||
E3AD | JR C,FullWave_RightFrame1 | ||||||
E3AF | JR FullWave_RightFrame2 | Jump to FullWave_RightFrame2. | |||||
Handle the waving, but also give a small chance the human should hide.
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FullWave_Action | E3B1 | CALL ShouldHumanHide | Call ShouldHumanHide. | ||||
E3B4 | JR C,FullWave_DecreaseCountdown | Jump to FullWave_DecreaseCountdown if the human is set to start hiding. | |||||
E3B6 | CALL RandomNumber | Call RandomNumber. | |||||
E3B9 | LD (HL),$C0 | Update the countdown to C0. | |||||
E3BB | AND %00000001 | 50/50 chance of jumping to FullWave_RightFrame1. | |||||
E3BD | JR Z,FullWave_RightFrame1 | ||||||
E3BF | LD (HL),$A0 | Write A0 to *HL. | |||||
Print the "normal" waving sprite frame 1.
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FullWave_LeftFrame1 | E3C1 | LD A,$C4 |
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E3C3 | JP Draw_Human_Sprite | Jump to Draw_Human_Sprite. | |||||
Print the "normal" waving sprite frame 2.
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FullWave_LeftFrame2 | E3C6 | LD A,$C8 |
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E3C8 | JP Draw_Human_Sprite | Jump to Draw_Human_Sprite. | |||||
Print the "mirrored" waving sprite frame 1.
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FullWave_RightFrame1 | E3CB | LD A,$C4 |
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E3CD | JP Draw_Human_Sprite_Mirrored | Jump to Draw_Human_Sprite_Mirrored. | |||||
Print the "mirrored" waving sprite frame 2.
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FullWave_RightFrame2 | E3D0 | LD A,$C8 |
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E3D2 | JP Draw_Human_Sprite_Mirrored | Jump to Draw_Human_Sprite_Mirrored. | |||||
When the countdown reaches 0A (from 80), jump to FullWave_Action to start a new cycle.
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FullWave_EndCycle | E3D5 | CP $0A | Jump to FullWave_Action if A is equal to 0A. | ||||
E3D7 | JR Z,FullWave_Action | ||||||
The countdown between CE-C9 handles the delay before C8 will hide the human.
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FullWave_AboutToHide | E3D9 | LD A,$C0 |
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E3DB | JP NZ,Draw_Human_Sprite | Jump to Draw_Human_Sprite until the countdown equals C8 (from line E391). | |||||
E3DE | JP Handler_Human_Hide | Jump to Handler_Human_Hide. |
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