Display_Entities: LD A, $00 LD $tmp_var_1, A LD HL, $mem_entities_list CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity CALL =Display_Entity LD BC, $00a0 LD HL, $mem_oam_buffer LD A, $tmp_var_1 ADD L LD L, A LD A, $tmp_var_1 XOR $ff INC A ADD C LD C, A CALL =bzero RET Display_Entity: LD A, (HL+) LD E, A CP $00 JP Z, =Display_Entity.skip LD A, (HL+) ADD $80 LD D, A LD A, $mem_viewport_x LD B, A SUB $82 CP D JP NC, =Display_Entity.skip ADD $0e CP D JP C, =Display_Entity.skip 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 JP NC, =Display_Entity.skip ADD $0d CP D JP C, =Display_Entity.skip LD A, D SUB $80 SUB C AND $0f SWAP A ADD $02 LD C, A LD A, $mem_bunny_direction BIT 3, A JR Z, =Display_Entity.Viewport_offset_end AND $07 CP $enum_direction_down JR Z, =Display_Entity.Viewport_offset_down CP $enum_direction_right JR Z, =Display_Entity.Viewport_offset_right CP $enum_direction_up JR Z, =Display_Entity.Viewport_offset_up Display_Entity.Viewport_offset_left: LD A, $reg_viewport_x SUB $08 AND $0f XOR $ff ADD $12 ADD B LD B, A JR =Display_Entity.Viewport_offset_end Display_Entity.Viewport_offset_right: LD A, $reg_viewport_x SUB $08 AND $0f XOR $ff ADD B LD B, A JR =Display_Entity.Viewport_offset_end Display_Entity.Viewport_offset_up: LD A, $reg_viewport_y SUB $08 AND $0f XOR $ff ADD $12 ADD C LD C, A JR =Display_Entity.Viewport_offset_end Display_Entity.Viewport_offset_down: LD A, $reg_viewport_y SUB $08 AND $0f XOR $ff ADD C LD C, A Display_Entity.Viewport_offset_end: LD A, (HL+) BIT 3, A LD D, A LD A, $00 JR Z, =Display_Entity.Not_Moving_Animation LD A, D AND $07 CP $enum_direction_down JR Z, =Display_Entity.moving_offset_down CP $enum_direction_right JR Z, =Display_Entity.moving_offset_right CP $enum_direction_up JR Z, =Display_Entity.moving_offset_up Display_Entity.moving_offset_left: LD A, $mem_moving_animation_step XOR $ff ADD B LD B, A JR =Display_Entity.moving_offset_end Display_Entity.moving_offset_right: LD A, $mem_moving_animation_step INC A ADD B LD B, A JR =Display_Entity.moving_offset_end Display_Entity.moving_offset_up: LD A, $mem_moving_animation_step XOR $ff ADD C LD C, A JR =Display_Entity.moving_offset_end Display_Entity.moving_offset_down: LD A, $mem_moving_animation_step INC A ADD C LD C, A Display_Entity.moving_offset_end: LD A, $mem_moving_animation_step Display_Entity.Not_Moving_Animation: SUB $08 BIT 7, A JR Z, =Display_Entity.Hop_ABS1_end ; Adding hop animation to Y XOR $ff INC A Display_Entity.Hop_ABS1_end: SUB $04 BIT 7, A JR Z, =Display_Entity.Hop_ABS2_end XOR $ff INC A Display_Entity.Hop_ABS2_end: ADD C LD C, A LD A, D AND $07 CP $enum_direction_left JR Z, =Display_Entity.Left_Direction_sprite CP $enum_direction_right JR Z, =Display_Entity.Right_Direction_sprite CP $enum_direction_up JR Z, =Display_Entity.Up_Direction_sprite JP =Display_Entity.Down_Direction_sprite Display_Entity.Left_Direction_sprite: LD D, $00 JP =Display_Entity.Write_OBJ Display_Entity.Right_Direction_sprite: LD A, $02 ADD E LD E, A LD D, $20 JP =Display_Entity.Write_OBJ Display_Entity.Up_Direction_sprite: LD A, $04 ADD E LD E, A LD D, $00 JP =Display_Entity.Write_OBJ Display_Entity.Down_Direction_sprite: LD A, $08 ADD E LD E, A LD D, $00 JP =Display_Entity.Write_OBJ Display_Entity.Write_OBJ: PUSH HL ; First OBJ (left) LD HL, $mem_oam_buffer LD A, $tmp_var_1 LD L, A LD A, C LD (HL+), A LD A, B LD (HL+), A LD A, E INC A LD (HL+), A LD A, D LD (HL+), A ; Second OBJ LD A, B ADD $08 LD B, A LD A, C LD (HL+), A LD A, B LD (HL+), A LD A, E XOR $02 INC A LD (HL+), A LD A, D LD (HL+), A LD A, L LD $tmp_var_1, A POP HL Display_Entity.skip: LD A, L AND $f8 ADD $08 LD L, A RET