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60721: Routine at ED31
60721 LD A,(53783) A=*53783.
60724 AND %00001111 Keep only bits 0-3.
60726 LD B,A B=A.
60727 BIT 2,B Jump to 60835 if bit 2 of B is set.
60729 JP NZ,60835
60732 BIT 3,B Jump to 60756 if bit 3 of B is set.
60734 JR NZ,60756
60736 LD A,(53831) A=*Flag_Orientation.
Moves the orientation flag into the carry flag.
60739 RRCA Rotate A right one position, setting the carry flag if bit 0 was set.
60740 JR C,60749 Jump to 60749 if the carry flag is set.
60742 BIT 1,B Jump to 60793 if bit 1 of B is set.
60744 JR NZ,60793
60746 JP 61318 Jump to 61318.
60749 BIT 1,B Jump to 60793 if bit 1 of B is not set.
60751 JR Z,60793
60753 JP 61318 Jump to 61318.
60756 LD HL,65024 HL=Messaging_TickerNews_2.
60759 LD DE,65027 DE=65027.
60762 CALL 62290 Call 62290.
60765 LD A,18 Write 18 to *JumpTable_Pointer.
60767 LD (53828),A
Set the co-ordinates for where to draw.
60770 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60774 DEC B Decrease B by two.
60775 DEC B
The routine at DrawMonsterSprite handles which monster to display.
60776 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
60778 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
60781 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60785 INC B Increment B by two.
60786 INC B
The routine at DrawMonsterSprite handles which monster to display.
60787 LD A,33 A=sprite ID 33.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
33 sprite-33-left 97 sprite-97-left 161 sprite-161-left
60789 CALL DrawMonsterSprite Call DrawMonsterSprite.
60792 RET Return.
60793 LD HL,259 HL=259.
60796 LD DE,256 DE=256.
60799 CALL 62290 Call 62290.
60802 LD A,19 Write 19 to *JumpTable_Pointer.
60804 LD (53828),A
Set the co-ordinates for where to draw.
60807 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60811 INC B Increment B by two.
60812 INC B
The routine at DrawMonsterSprite handles which monster to display.
60813 LD A,33 A=sprite ID 33.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
33 sprite-33-left 97 sprite-97-left 161 sprite-161-left
60815 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
60818 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60822 LD A,(53831) A=*Flag_Orientation.
60825 SUB C A-=C.
60826 CPL Invert the bits in A.
60827 INC A Increment A by one.
60828 LD C,A C=A.
The routine at DrawMonsterSprite handles which monster to display.
60829 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
60831 CALL DrawMonsterSprite Call DrawMonsterSprite.
60834 RET Return.
60835 LD HL,770 HL=770.
60838 LD DE,769 DE=769.
60841 CALL 62290 Call 62290.
60844 LD A,21 Write 21 to *JumpTable_Pointer.
60846 LD (53828),A
Set the co-ordinates for where to draw.
60849 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
60853 LD A,(53831) A=*Flag_Orientation.
60856 SUB C A-=C.
60857 CPL Invert the bits in A.
60858 INC A Increment A by one.
60859 LD C,A C=A.
The routine at DrawMonsterSprite handles which monster to display.
60860 LD A,41 A=sprite ID 41.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
41 sprite-41-left 105 sprite-105-left 169 sprite-169-left
60862 CALL DrawMonsterSprite Call DrawMonsterSprite.
60865 RET Return.
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