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59928: Action: Falling
This isn't the entire falling animation rather the "comedy" part - where the monster realises they are about to fall, and cartoon-ishly they hover in the air for a few frames before falling.
Action_Falling 59928 LD A,(53834) Decrease *Active_MonsterAboutToFallCountdown by one.
59931 DEC A
59932 LD (53834),A
59935 JR Z,Action_Falling_Finished Jump to Action_Falling_Finished if *Active_MonsterAboutToFallCountdown is zero.
The animation is in-progress so select the "Oh No" head sprite.
The routine at DrawMonsterSprite handles which monster to display.
59937 LD A,25 A=sprite ID 25.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
25 sprite-25-left 89 sprite-89-left 153 sprite-153-left
Set the co-ordinates for where to draw.
59939 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
59943 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
59946 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
59950 INC B Increment the Y position by two to draw the lower section of the monsters body.
59951 INC B
The routine at DrawMonsterSprite handles which monster to display.
59952 LD A,35 A=sprite ID 35.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
35 sprite-35-left 99 sprite-99-left 163 sprite-163-left
59954 CALL DrawMonsterSprite Call DrawMonsterSprite.
59957 RET Return.
The hovering-in-the-air animation is done so progress to the next state.
Action_Falling_Finished 59958 LD A,3 Write 3 to *Active_MonsterAboutToFallCountdown.
59960 LD (53834),A
59963 LD A,8 Write 8 to *JumpTable_Pointer.
59965 LD (53828),A
59968 JP Action_JumpTable Jump to Action_JumpTable.
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