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61040: Animate: Grabbing
*Active_MonsterActionCountdown is set to 4 at ????. This is used as a countdown to display this sprite four frames.
Animate_Grabbing 61040 LD A,(53835) Decrease *Active_MonsterActionCountdown by one.
61043 DEC A
61044 LD (53835),A
61047 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.
61049 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
Set the co-ordinates for where to draw.
61051 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
61055 INC B Increment the Y position by two to draw the lower section of the monsters body.
61056 INC B
61057 CALL DrawMonsterSprite Call DrawMonsterSprite.
Again, set the co-ordinates for where to draw.
61060 LD BC,(53837) BC=*Active_MonsterXPosition/Active_MonsterYPosition.
Select the monster eating head sprite.
The routine at DrawMonsterSprite handles which monster to display.
61064 LD A,3 A=sprite ID 3.
George Lizzy Ralph
ID Sprite ID Sprite ID Sprite
3 sprite-3-left 67 sprite-67-left 131 sprite-131-left
61066 CALL DrawMonsterSprite Call DrawMonsterSprite.
61069 RET Return.
The animation is complete.
Animate_Grabbing_Finished 61070 LD A,27 Write 27 to *JumpTable_Pointer, this will set up Animate_Eating being called next.
61072 LD (53828),A
61075 LD A,6 Write a new countdown of 6 to *Active_MonsterActionCountdown.
61077 LD (53835),A
61080 JP Action_JumpTable Jump to Action_JumpTable.
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