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F021: Animate Dan dying having been shot on the "game over" screen
Used by the routine at CDD3.
F021 LD HL,$F020 Get the current animation flag.
F024 AND A Is it zero?
F025 JR NZ,$F02B Jump forward if not.
F027 LD A,$08 Start at index 8.
F029 JR $F03B Jump foward.
F02B BIT 7,A Is the index 80 or above?
F02D JR NZ,$F033 Jump forward if it isn't.
F02F XOR A Otherwise reset the index to 0.
F030 LD (HL),A
F031 JR $F03B
Go to the next index.
F033 INC (HL) Increment the index.
F034 LD A,(HL) Is it above 9?
F035 CP $09
F037 JR C,$F03B Jump forward if it is.
F039 LD A,$08 Otherwise initialise it to 8.
Now draw the graphic
F03B ADD A,A Double the index to get a word offset.
F03C LD C,A Put the address in BC.
F03D LD B,$00
F03F LD HL,$F052 Add the base offset to the dying graphic table.
F042 ADD HL,BC
F043 LD A,(HL) Put the actual address in HL.
F044 INC HL
F045 LD H,(HL)
F046 LD L,A
F047 LD B,(HL) Put the width in B.
F048 INC HL
F049 LD C,(HL) Put the depth in C.
F04A INC HL
F04B LD DE,$1B0B Position is always 0B , 1B.
F04E CALL $E87A Put the graphic on screen and return.
F051 RET
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