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AF01: Set the next room for the jumping jack or Herbert to appear in
Used by the routines at F10E and F277.
AF01 LD A,($AF00) Get the current room. (AF00)
AF04 INC A Move to the next one along.
AF05 CP $20 Have we reached room 20? (Herbert doesn't appear in the sewer or the cave.)
AF07 JR NZ,$AF0A Jump forward if not.
AF09 XOR A Otherwise reset to room 0 (Town Square).
AF0A LD ($AF00),A Set the new value.
AF0D XOR $15 Flip bits 0, 3 and 5 and return.
AF0F RET
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