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Initialize_Bunny:
	LD A, $20
	LD ($80), A
	LD A, $20
	LD ($81), A
	RET

Move_Bunny:
	LD A, ($83)
	CP $00
	JR NZ, =Move_Bunny.check_direction

	LD A, ($82)
	LD ($83), A
	CP $00
	JR Z, =Move_Bunny.end

	Move_Bunny.check_direction:
		LD ($85), A

		DEC A
		LD B, $01
		BIT 0, A
		JR NZ, =Move_Bunny.check_direction_end
		LD B, $FF

	Move_Bunny.check_direction_end:

	BIT 1, A
	JR NZ, =Move_Bunny.vertical_move

	Move_Bunny.horizontal_move:
		LD A, ($81)
		ADD B
		LD ($81), A
		JP =Move_Bunny.check_end_of_movement

	Move_Bunny.vertical_move:
		LD A, ($80)
		ADD B
		LD ($80), A

	Move_Bunny.check_end_of_movement:
		AND $0f
		LD ($84), A
		JR NZ, =Move_Bunny.end
		LD ($83), A

	Move_Bunny.end:
	RET

Display_Bunny: ; X position in $81, Y position in $80
	LD A, ($81)
	LD B, A

	LD A, ($80)
	LD C, A
	LD A, ($84)

	SUB $08
	BIT 7, A
	JR Z, =Display_Bunny.Hop_ABS1_end

	; Adding hop animation to Y
	XOR $ff
	INC A
	Display_Bunny.Hop_ABS1_end:
	SUB $04
	BIT 7, A
	JR Z, =Display_Bunny.Hop_ABS2_end
	XOR $ff
	INC A
	Display_Bunny.Hop_ABS2_end:
	ADD C

	LD C, A

	; X flip
	LD A, ($85)
	CP $02
	LD E, $01
	LD D, $00
	JR NZ, =Display_Bunny.Write_OBJ
	LD D, $20
	LD E, $03

	Display_Bunny.Write_OBJ:
	; First OBJ (left)
	LD HL, $FE00
	LD A, C
	LD (HL+), A
	LD A, B
	LD (HL+), A
	LD A, E
	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
	LD (HL+), A
	LD A, D
	LD (HL+), A
	RET