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Routines |
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Used by the routine at B288.
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| E2FC | LD A,(IY+$00) | Get the character's frame count. | ||||||
| E2FF | OR A | Is it zero? | ||||||
| E300 | JR Z,$E30B | Jump forward if so. | ||||||
| E302 | CP $03 | Is it 3? | ||||||
| E304 | JR Z,$E30B | Jump forward if so. | ||||||
| E306 | XOR A | Reset the "footstep triggered" flag and return. | ||||||
| E307 | LD (IY-$19),A | |||||||
| E30A | RET | |||||||
| E30B | LD A,(IY-$19) | Get the "footstep triggered" flag. | ||||||
| E30E | OR A | Is it zero? | ||||||
| E30F | RET NZ | Return if it isn't. | ||||||
| E310 | LD A,$01 | Otherwise set the "foostep triggered" flag. | ||||||
| E312 | LD (IY-$19),A | |||||||
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This entry point is used by the routine at B1A6.
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| E315 | LD A,($B951) | Get the current room. (B951) | ||||||
| E318 | CP (IY+$0F) | Is the character in this room? (BC76) | ||||||
| E31B | RET NZ | Return if not. | ||||||
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The character is in the room, so make the footstep noise.
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| E31C | LD BC,$0701 | Set the pitch and "descending" length. | ||||||
| E31F | LD DE,$0F01 | Set the "static" and "ascending" lengths. | ||||||
| E322 | LD HL,$0404 | Set the "descending" and "ascending" values. | ||||||
| E325 | CALL $E3D3 | Play the sound and return. | ||||||
| E328 | RET | |||||||
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