Laser_Animation: INC HL LD A, (HL+) ADD $80 LD D, A LD A, $mem_viewport_x LD B, A SUB $82 CP D RET NC ADD $0e CP D RET C LD A, D SUB $80 SUB B AND $0f SWAP A LD B, A LD A, (HL+) ADD $80 LD D, A LD A, $mem_viewport_y LD C, A SUB $82 CP D RET NC ADD $0d CP D RET C LD A, D SUB $80 SUB C AND $0f SWAP A ADD $06 LD C, A LD E, (HL) DEC E DEC E CP E JP C, =.End_animation LD (HL), E DEC HL DEC HL DEC HL LD A, (HL+) SWAP A SRA A SRA A AND $03 INC A LD D, A LD A, $04 ADD B LD B, A LD A, $04 ADD C LD C, A LD A, $0f AND E CP $00 JR NZ =.Skip_move_animation_tile PUSH BC LD B, (HL) INC HL LD C, (HL) LD A, $01 .ADD_A_TO_DIRECTION_BC LD (HL), C DEC HL LD (HL), B POP BC .Skip_move_animation_tile: LD A, $0f AND E CPL INC A ADD $0f .ADD_A_TO_DIRECTION_BC .ADD_MOVING_ANIMATION_OFFSET PUSH HL LD HL, $mem_oam_buffer LD A, $mem_oam_buffer_low LD L, A ADD $08 LD $mem_oam_buffer_low, A LD A, C LD (HL+), A LD A, B LD (HL+), A LD A, $64 LD (HL+), A LD A, $00 LD (HL+), A POP HL RET .End_animation: LD A, L AND $fc LD L, A LD (HL), $00 RET