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6F3C: Routine at 6F3C
Used by the routine at DrawObjects.
6F3C LD A,($5E13) A=5E13.
6F3F LD C,A
6F40 INC A
6F41 AND %00000011 Keep only bits 0-1.
6F43 BIT 1,A
6F45 LD A,($5E18) A=Player_Y.
6F48 JR NZ,$6F4C
6F4A NEG
6F4C ADD A,$68
6F4E CP $C0
6F50 RET NC
6F51 CP $10
6F53 RET C
6F54 LD ($5E15),A
6F57 LD H,A
6F58 LD A,($5E17) A=Player_X.
6F5B CP $58
6F5D RET NC
6F5E BIT 1,C
6F60 JR Z,$6F64
6F62 NEG
6F64 ADD A,$98
6F66 LD ($5E14),A
6F69 LD L,A
6F6A LD A,($5E1F) A=ActiveObject.
6F6D CP $60
6F6F RET Z
6F70 CP $20
6F72 JR Z,$6F7A
6F74 BIT 6,A
6F76 JR Z,$6F7A
6F78 LD A,$07 A=07.
6F7A LD ($5E1E),A
6F7D PUSH HL Push HL on the stack.
6F7E EX DE,HL
6F7F LD B,$07 B=07.
6F81 LD HL,$5E51 HL=5E51.
This entry point is used by the routine at 6FAC.
6F84 LD A,(HL)
6F85 SUB E
6F86 JP P,$6F8B
6F89 NEG
6F8B CP $0A
6F8D JR NC,$6FAC
6F8F INC HL
6F90 LD A,(HL)
6F91 SUB D
6F92 JP P,$6F97
6F95 NEG
6F97 CP $0A
6F99 JR NC,$6FAD
6F9B PUSH HL Push HL on the stack.
6F9C DEC HL
6F9D DEC HL
6F9E PUSH HL IX=HL (using the stack to do so).
6F9F POP IX
6FA1 LD A,($5E1E) A=5E1E.
6FA4 LD (HL),A
6FA5 CALL StoreEntity Call StoreEntity.
6FA8 POP HL Restore HL and DE from the stack.
6FA9 POP DE
6FAA JR $6FC1 Jump to 6FC1.
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