Routines |
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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.
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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.
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59937 | LD A,25 | A=sprite ID 25.
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Set the co-ordinates for where to draw.
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59939 | LD BC,(53837) | BC=*Active_MonsterXPosition/Active_MonsterYPosition. | |||||||||||||||||||
59943 | CALL DrawMonsterSprite | Call DrawMonsterSprite. | |||||||||||||||||||
Again, set the co-ordinates for where to draw.
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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.
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59952 | LD A,35 | A=sprite ID 35.
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59954 | CALL DrawMonsterSprite | Call DrawMonsterSprite. | |||||||||||||||||||
59957 | RET | Return. | |||||||||||||||||||
The hovering-in-the-air animation is done so progress to the next state.
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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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