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30243: Fetch Sprite
Used by the routine at 30039.
Output
DE The sprite memory address
GetDefaultSprite 30243 LD A,(24342) A=24342.
GetSprite 30246 DEC A Decrease A by one.
30247 RLCA Multiply by 2 as the table contains addresses.
30248 AND %01111110 Keep only bits 1-6.
30250 LD HL,30466 HL=sprite lookup table.
30253 LD C,A Calculate the lookup address (HL + offset).
30254 LD B,0
30256 ADD HL,BC
30257 LD E,(HL) DE=fetch sprite address pointed to by HL.
30258 INC HL
30259 LD D,(HL)
30260 RET Return.
This entry point is used by the routine at 30084.
ActorGetSprite 30261 LD A,(IX+0) Load the sprite ID from the currently active actor.
30264 JR GetSprite Jump to GetSprite.
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