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81DB: Handler: Axe
HandlerAxe 81DB CALL StoreEntity Call StoreEntity to prepare for the mask.
81DE LD A,($5C78) A=FRAMES.
81E1 CPL
81E2 RRA
81E3 AND %00000111 Keep only bits 0-2 (there are 8 animation frames).
81E5 ADD A,$40 Add 40 to point to the correct frame/ sprite ID (the axe base sprite ID is: 40).
81E7 LD (IX+$00),A
81EA LD (IX+$05),$42 Store the attribute byte 42 (BRIGHT red).
81EE JR HandlerWeapon Jump to HandlerWeapon.
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