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E2FC: Play a footstep sound effect
Used by the routine at B288.
Input
IY Pointer to character data (BC67 - BC6B)
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-$19),A
This entry point is used by the routine at B1A6.
E315 LD A,($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.
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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