Open_Dialogue: LD A, L AND $f0 LD L, A INC HL LD A, $mem_bunny_x CP (HL) JR Z, =.Vertical_check .Horizontal_check: INC A CP (HL) JR Z, =.Left .Right: INC HL INC HL LD (HL), $enum_direction_right JR =.Check_end .Left: INC HL INC HL LD (HL), $enum_direction_left JR =.Check_end .Vertical_check: INC HL LD A, $mem_bunny_y INC A CP (HL) JR Z, =.Up .Down: INC HL LD (HL), $enum_direction_down JR =.Check_end .Up: INC HL LD (HL), $enum_direction_up JR =.Check_end .Check_end: LD A, (HL) SWAP A OR (HL) LD (HL), A .START_SCRIPT =Demo_quest_bunny LD A, $00 LD $mem_bunny_animation, A LD A, $enum_dungeon_dialogue_mode LD $mem_requested_mode, A RET QuestGoal_Turn: LD A, $mem_map_loading_flags BIT 3, A RET Z 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 .Start_action_or_movement: LD A, $mem_moving_animation_step CP $00 JP NZ, =.Start_action_or_movement.end .Try_Walking: CALL =RNG_Step BIT 0, A JR Z, =.Start_action_or_movement.end CALL =Walking.Random_walker .Start_action_or_movement.end: CALL =Entity_End_movement .Skip_Turn: LD A, L AND $f0 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 Static_Human_Turn: LD A, $mem_map_loading_flags BIT 3, A RET Z INC HL INC HL INC HL LD (HL), $11 DEC HL DEC HL DEC HL RET