Entities_Actions: CALL =Reset_Entities_Collision_Map LD HL, $mem_entities_list CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action CALL =Entity_Action RET Entity_Action: LD A, (HL+) CP $00 JR Z, =Entity_Action.skip INC HL INC HL INC HL LD A, (HL+) LD D, A LD A, (HL+) LD E, A PUSH HL LD A, L AND $f8 LD L, A ; This is confusing but this thing is actually CALL DE LD BC, =Entity_Action.interaction_end PUSH BC PUSH DE RET Entity_Action.interaction_end: POP HL Entity_Action.skip: LD A, L AND $f8 ADD $08 LD L, A RET Update_Animation_Steps: LD A, $mem_map_loading_flags BIT 3, A JR Z, =Update_Animation_Steps.end LD A, $mem_moving_animation_step INC A AND $0f LD $mem_moving_animation_step, A CP $00 JR NZ, =Update_Animation_Steps.end LD A, $mem_map_loading_flags RES 3, A SET 1, A LD $mem_map_loading_flags, A Update_Animation_Steps.end: RET Fox_AI: PUSH HL PUSH BC PUSH DE INC HL LD A, (HL+) LD B, A LD A, (HL+) LD C, A LD A, (HL+) LD D, A Fox_AI.Start_action_or_movement: LD A, $mem_map_loading_flags BIT 3, A JP Z, =Fox_AI.Start_action_or_movement.end LD A, $mem_moving_animation_step CP $00 JP NZ, =Fox_AI.Start_action_or_movement.end ; Is Bunny close enough to follow LD A, $mem_bunny_x SUB B .ABS CP $08 JR NC, =Fox_AI.Random_walker LD A, $mem_bunny_y SUB C .ABS CP $08 JR NC, =Fox_AI.Random_walker JR =Fox_AI.Follow_bunny Fox_AI.Random_walker: CALL =RNG_Step LD E, $00 RR A RR E SWAP E AND $03 INC A OR E LD D, A JP =Fox_AI.Check_Collision Fox_AI.Follow_bunny: LD A, $mem_bunny_x LD $tmp_var_1, A LD A, $mem_bunny_y LD $tmp_var_2, A CALL =RNG_Step AND $02 LD $tmp_var_3, A CP $00 JR Z, =Fox_AI.skip_invert_axis LD A, $mem_bunny_y LD $tmp_var_1, A LD A, $mem_bunny_x LD $tmp_var_2, A LD E, B LD B, C LD C, E Fox_AI.skip_invert_axis: ; Choose direction LD A, B ADD $80 LD E, A LD A, $tmp_var_1 ADD $80 CP E JR Z =Fox_AI.Vertical JR C =Fox_AI.Go_Left Fox_AI.Go_Right: LD A, $enum_direction_right JR =Fox_AI.Check_Horizontal_Collision Fox_AI.Go_Left: LD A, $enum_direction_left Fox_AI.Check_Horizontal_Collision: LD E, A DEC E LD A, $tmp_var_3 XOR E INC E INC A OR $08 PUSH BC CALL =Get_Position_After_Move LD A, C CALL =Is_Collisionable POP BC CP $00 LD A, E JR Z, =Fox_AI.Direction_check_end Fox_AI.Vertical: LD A, C ADD $80 LD E, A LD A, $tmp_var_2 ADD $80 CP E PUSH AF PUSH HL LD HL, $9800 LD A, $00 RL A CALL =Print_8bit POP HL POP AF JR Z =Fox_AI.No_movement JR C =Fox_AI.Go_Up Fox_AI.Go_Down: LD A, $enum_direction_down JR =Fox_AI.Direction_check_end Fox_AI.Go_Up: LD A, $enum_direction_up Fox_AI.Direction_check_end: DEC A LD E, A LD A, $tmp_var_3 XOR E INC A OR $08 LD D, A ; Check collision Fox_AI.No_movement: LD A, $tmp_var_3 CP $00 JR Z, =Fox_AI.skip_invert_axis2 LD E, B LD B, C LD C, E Fox_AI.skip_invert_axis2: Fox_AI.Check_Collision: LD A, D PUSH BC CALL =Get_Position_After_Move LD A, C CALL =Is_Collisionable CALL =Carve_Entity_Collision_Map POP BC CP $00 JR Z, =Fox_AI.Start_action_or_movement.not_collision RES 3, D Fox_AI.Start_action_or_movement.not_collision: Fox_AI.Start_action_or_movement.end: Fox_AI.End_movement: LD A, $mem_map_loading_flags BIT 3, A JP Z, =Fox_AI.End_movement.end LD A, $mem_moving_animation_step CP $0f JP NZ, =Fox_AI.End_movement.end BIT 3, D JR Z, =Fox_AI.End_movement.end LD A, $01 .ADD_A_TO_DIRECTION_BC Fox_AI.End_movement.end: LD A, L AND $f8 LD L, A INC HL LD A, B LD (HL+), A LD A, C LD (HL+), A LD A, D LD (HL+), A POP DE POP BC POP HL RET