Initialize_Objects: LD A, $mem_map_loading_flags OR $01 LD $mem_map_loading_flags, A LD HL, $mem_object_list LD BC, $0080 CALL =bzero LD HL, $mem_object_list CALL =Spawn_stairs CALL =Spawn_carrot CALL =Spawn_leaf RET Spawn_object_in_random_room: ; Object tile in A, Object jump table id in E LD (HL+), A LD A, $mem_number_of_rooms CALL =RNG_Bound SLA A SLA A ADD low($mem_room_list) LD C, A LD B, high($mem_room_list) 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 DEC HL LD BC, $mem_object_list Object_check_collisions.loop: LD A, (BC) CP $00 JR Z, =Object_check_collisions.loop.next INC BC LD A, C CP L JR Z, =Object_check_collisions.loop.next LD A, (BC) CP (HL) JR NZ, =Object_check_collisions.loop.next INC BC INC HL LD A, (BC) CP (HL) JR NZ, =Object_check_collisions.loop.next DEC HL DEC HL XOR A LD (HL+), A LD (HL+), A LD (HL), A DEC HL DEC HL RET Object_check_collisions.loop.next: LD A, L AND $f8 ADD $01 LD L, A LD A, C AND $f8 ADD $08 LD C, A CP $80 JR NZ, =Object_check_collisions.loop INC HL INC HL LD (HL), E LD A, L AND $f8 ADD $08 LD L, A RET Spawn_stairs: LD A, $60 LD E, $01 JP =Spawn_object_in_random_room Spawn_carrot: LD A, $64 LD E, $02 JP =Spawn_object_in_random_room Spawn_leaf: LD A, $68 LD E, $03 JP =Spawn_object_in_random_room Object_Interaction_Jump_table: ; 00 RET NOP NOP NOP ; 01 JP =Stairs_Action NOP ; 02 JP =Heal_Action NOP ; 03 JP =Restore_EP_Action Stairs_Action: DI LD A, $00 LD $reg_interrupt_flags, A .Wait_VBlank: LD A, $reg_lcd_status AND $03 CP $01 JR NZ, =.Wait_VBlank ; LCDC XOR A LD $reg_lcd_controller, A CALL =Reset_Map JP =New_Dungeon Heal_Action: LD A, $mem_bunny_health ADD $03 DAA CP $20 JR C, =.Set_health LD A, $20 .Set_health: LD $mem_bunny_health, A PUSH BC LD A, $mem_bunny_x LD B, A LD A, $mem_bunny_y LD C, A LD A, $01 PUSH DE LD E, $20 LD D, $00 CALL =Try_Launch_Animation POP DE POP BC LD (HL), $00 RET Restore_EP_Action: LD A, $mem_bunny_mana ADD $15 DAA JR NC, =.Set_mana LD A, $99 .Set_mana: LD $mem_bunny_mana, A PUSH BC LD A, $mem_bunny_x LD B, A LD A, $mem_bunny_y LD C, A LD A, $01 PUSH DE LD E, $20 LD D, $00 CALL =Try_Launch_Animation POP DE POP BC LD (HL), $00 RET Display_Object: LD HL, $mem_object_list LD A, $mem_object_load_counter INC A AND $0f LD $mem_object_load_counter, A SLA A SLA A SLA A AND $f8 LD L, A LD A, (HL+) LD C, A LD A, (HL+) ADD $80 LD D, A LD A, $mem_viewport_x SUB $83 CP D JR NC, =Display_Objects.End ADD $0e CP D JR C, =Display_Objects.End LD A, D SUB $80 LD D, A LD A, (HL+) ADD $80 LD B, A LD A, $mem_viewport_y SUB $83 CP B JR NC, =Display_Objects.End ADD $0e CP B JR C, =Display_Objects.End LD A, B SUB $80 LD B, A LD A, C CP $00 JR Z, =Display_Objects.Nothing LD A, D CALL =Construct_Tile_Address LD A, C LD (DE), A INC E INC C LD A, C LD (DE), A INC C LD A, E XOR $21 LD E, A LD A, C LD (DE), A INC C INC E LD A, C LD (DE), A Display_Objects.End: RET Display_Objects.Nothing: LD A, D CALL =Load_Block CALL =Display_Prepared_Block RET Load_Objects: CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object CALL =Display_Object RET Object_Interactions_Check: LD A, $mem_moving_animation_step CP $00 JR NZ, =.End LD A, $mem_map_loading_flags BIT 1, A JR Z, =.End RES 1, A LD $mem_map_loading_flags, A LD HL, $mem_object_list LD A, $mem_bunny_x LD C, A LD A, $mem_bunny_y LD B, A .loop: LD A, (HL+) CP $00 JR Z, =.next LD A, (HL+) CP C JR NZ, =.next LD A, (HL+) CP B JR NZ, =.next LD E, (HL) PUSH BC ; So we have HL set to the object pointer LD A, L AND $f8 LD L, A LD BC, =Object_Interaction_Jump_table LD A, E .JUMP_TABLE POP BC .next: LD A, L AND $f8 ADD $08 LD L, A CP $80 JR NZ, =.loop .End: RET