Initialize_Entities: LD HL, $mem_entities_list LD A, $01 LD (HL+), A LD A, $mem_number_of_rooms CALL =RNG_Bound SLA A SLA A ADD $80 LD C, A LD B, $c8 LD A, (BC) LD D, A INC BC LD A, (BC) INC A CALL =RNG_Bound ADD D LD (HL+), A INC BC LD A, (BC) LD D, A INC BC LD A, (BC) INC A CALL =RNG_Bound ADD D LD (HL+), A INC HL LD BC, =Move_Bunny LD A, B LD (HL+), A LD A, C LD (HL+), A INC HL INC HL CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox CALL =Initialize_Fox Fix_Bunny_screen: LD A, $mem_bunny_x SUB $05 LD $mem_viewport_x, A LD A, $mem_bunny_y SUB $04 LD $mem_viewport_y, A LD A, $mem_viewport_x SWAP A AND $f0 OR $08 LD $reg_viewport_x, A LD A, $mem_viewport_y SWAP A AND $f0 OR $08 LD $reg_viewport_y, A RET Initialize_Fox: LD A, $0d LD (HL+), A LD A, $mem_bunny_x LD (HL+), A LD A, $mem_bunny_y LD (HL+), A LD A, $03 LD (HL+), A LD BC, =Fox_AI LD A, B LD (HL+), A LD A, C LD (HL+), A INC HL INC HL RET