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Initialize_Bunny:
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 $mem_bunny_x, A
INC BC
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
INC A
CALL =RNG_Bound
ADD D
LD $mem_bunny_y, A
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
LD A, $50
LD $mem_bunny_x_px, A
LD A, $40
LD $mem_bunny_y_px, A
RET
Move_Bunny:
LD C, $00 ; (bit 0 = has_scrolled, bit 1 = has ended movement)
LD A, $mem_moving_sprite_direction
CP $00
JR NZ, =Move_Bunny.check_direction
LD A, $mem_button_direction
LD $mem_moving_sprite_direction, A
CP $00
JP Z, =Move_Bunny.end
Move_Bunny.check_direction:
LD A, $mem_moving_sprite_direction
LD $mem_sprite_direction, 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:
Move_Bunny.horizontal_move.check_collision:
LD D, B
LD A, $mem_bunny_y
LD B, A
LD A, $mem_bunny_x
ADD D
CALL =Is_Solid
CP $00
JR NZ, =Move_Bunny.collision
LD B, D
Move_Bunny.horizontal_px_move:
LD A, $mem_bunny_x_px
ADD B
CP $30
JR C, =Move_Bunny.horizontal_px_move.scrolling_fallback
CP $71
JR NC, =Move_Bunny.horizontal_px_move.scrolling_fallback
LD $mem_bunny_x_px, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.horizontal_px_move.scrolling_fallback:
SET 0, C
LD A, $reg_viewport_x
ADD B
LD $reg_viewport_x, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.vertical_move:
LD D, B
LD A, $mem_bunny_y
ADD D
LD B, A
LD A, $mem_bunny_x
CALL =Is_Solid
CP $00
JR NZ, =Move_Bunny.collision
LD B, D
Move_Bunny.vertical_px_move:
LD A, $mem_bunny_y_px
ADD B
CP $30
JR C, =Move_Bunny.vertical_px_move.scrolling_fallback
CP $71
JR NC, =Move_Bunny.vertical_px_move.scrolling_fallback
LD $mem_bunny_y_px, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.vertical_px_move.scrolling_fallback:
SET 0, C
LD A, $reg_viewport_y
ADD B
LD $reg_viewport_y, A
JP =Move_Bunny.check_end_of_movement
Move_Bunny.collision:
LD A, $00
LD $mem_moving_sprite_direction, A
JP =Move_Bunny.end
Move_Bunny.check_end_of_movement:
LD A, $mem_moving_animation_step
INC A
AND $0f
LD $mem_moving_animation_step, A
JR NZ, =Move_Bunny.end
SET 1, C
LD $mem_moving_sprite_direction, A
LD A, $mem_sprite_direction
DEC A
BIT 1, A
JR NZ, =Move_Bunny.vertical_tile_move
Move_Bunny.horizontal_tile_move:
BIT 0, C
JR Z, =Move_Bunny.horizontal_tile_move.move_viewport_end
LD A, $mem_viewport_x
ADD B
LD $mem_viewport_x, A
Move_Bunny.horizontal_tile_move.move_viewport_end:
LD A, $mem_bunny_x
ADD B
LD $mem_bunny_x, A
JP =Move_Bunny.end
Move_Bunny.vertical_tile_move:
BIT 0, C
JR Z, =Move_Bunny.vertical_tile_move.move_viewport_end
LD A, $mem_viewport_y
ADD B
LD $mem_viewport_y, A
Move_Bunny.vertical_tile_move.move_viewport_end:
LD A, $mem_bunny_y
ADD B
LD $mem_bunny_y, A
Move_Bunny.end:
LD A, C
LD $mem_map_loading_flags, A
RET
Display_Bunny:
LD A, $mem_bunny_x_px
LD B, A
LD A, $mem_bunny_y_px
LD C, A
LD A, $mem_moving_animation_step
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
LD A, $mem_sprite_direction
CP $enum_direction_left
JR Z, =Display_Bunny.Left_Direction_sprite
CP $enum_direction_right
JR Z, =Display_Bunny.Right_Direction_sprite
CP $enum_direction_up
JR Z, =Display_Bunny.Up_Direction_sprite
JP =Display_Bunny.Down_Direction_sprite
Display_Bunny.Left_Direction_sprite:
LD E, $01
LD D, $00
JP =Display_Bunny.Write_OBJ
Display_Bunny.Right_Direction_sprite:
LD E, $03
LD D, $20
JP =Display_Bunny.Write_OBJ
Display_Bunny.Up_Direction_sprite:
LD E, $05
LD D, $00
JP =Display_Bunny.Write_OBJ
Display_Bunny.Down_Direction_sprite:
LD E, $09
LD D, $00
JP =Display_Bunny.Write_OBJ
Display_Bunny.Write_OBJ:
; First OBJ (left)
LD HL, $FE00
LD A, C
CALL =VBlank_Wait
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
RET
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