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60640: Handler: Punching While Jumping
Used by the routine at 60150.
Handler_JumpPunch 60640 LD A,(53783) A=*53783.
60643 AND %00001111 Keep only bits 0-3.
60645 LD B,A Store the result in B.
60646 BIT 3,B Jump to Handler_JumpPunchUp if bit 3 of B is set.
60648 JR NZ,Handler_JumpPunchUp
60650 JR Handler_JumpPunchLeftRight Jump to Handler_JumpPunchLeftRight.
Handles when the monster is jumping and punches upwards.
Handler_JumpPunchUp 60652 LD HL,65024 HL=65024.
60655 LD DE,65027 DE=65027.
60658 CALL 62290 Call 62290.
Set the co-ordinates for where to draw.
60661 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60665 DEC B Decrease the Y position by two to draw the upper section of the monsters body.
60666 DEC B
The routine at DrawMonsterSprite handles which monster to display.
60667 LD A,37 A=sprite ID 37.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
37 sprite-37-left 101 sprite-101-left 165 sprite-165-left
60669 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
60672 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60676 INC B Increment the Y position by two to draw the lower section of the monsters body.
60677 INC B
The routine at DrawMonsterSprite handles which monster to display.
60678 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
60680 CALL DrawMonsterSprite Call DrawMonsterSprite.
60683 RET Return.
Handles when the monster is jumping and punches left or right.
Handler_JumpPunchLeftRight 60684 LD HL,259 HL=259.
60687 LD DE,256 DE=256.
60690 CALL 62290 Call 62290.
Set the co-ordinates for where to draw.
60693 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60697 INC B Increment the Y position by two to draw the lower section of the monsters body.
60698 INC B
The routine at DrawMonsterSprite handles which monster to display.
60699 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
60701 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
60704 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60708 LD A,(53831) H=*Flag_Orientation.
60711 LD H,A
60712 LD A,C C-=H.
60713 SUB H
60714 LD C,A
The routine at DrawMonsterSprite handles which monster to display.
60715 LD A,29 A=sprite ID 29.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
29 sprite-29-left 93 sprite-93-left 157 sprite-157-left
60717 CALL DrawMonsterSprite Call DrawMonsterSprite.
60720 RET Return.
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