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-$19),A | |||||||
This entry point is used by the routine at B1A6.
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E315 | LD A,($B951) | Get the current room. (B951) | ||||||
E318 | CP (IY+$0F) | Is the character in this room? (BC76) | ||||||
E31B | RET NZ | Return if not. | ||||||
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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