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EE70: Animate: Grabbing
*Active_MonsterActionCountdown is set to 04 at ????. This is used as a countdown to display this sprite four frames.
Animate_Grabbing EE70 LD A,($D24B) Decrease *Active_MonsterActionCountdown by one.
EE73 DEC A
EE74 LD ($D24B),A
EE77 JR Z,Animate_Grabbing_Finished Jump to Animate_Grabbing_Finished if the animation is finished.
Select the "climbing" monster sprite bottom half.
The routine at DrawMonsterSprite handles which monster to display.
EE79 LD A,$21 A=sprite ID 21.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
21 sprite-33-left 61 sprite-97-left A1 sprite-161-left
Set the co-ordinates for where to draw.
EE7B LD BC,($D24D) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
EE7F INC B Increment the Y position by two to draw the lower section of the monsters body.
EE80 INC B
EE81 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
EE84 LD BC,($D24D) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
Select the monster eating head sprite.
The routine at DrawMonsterSprite handles which monster to display.
EE88 LD A,$03 A=sprite ID 03.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
03 sprite-3-left 43 sprite-67-left 83 sprite-131-left
EE8A CALL DrawMonsterSprite Call DrawMonsterSprite.
EE8D RET Return.
The animation is complete.
Animate_Grabbing_Finished EE8E LD A,$1B Write 1B to *JumpTable_Pointer, this will set up Animate_Eating being called next.
EE90 LD ($D244),A
EE93 LD A,$06 Write a new countdown of 06 to *Active_MonsterActionCountdown.
EE95 LD ($D24B),A
EE98 JP Action_JumpTable Jump to Action_JumpTable.
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