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Prepare_Entities:
LD A, $00
LD $tmp_var_1, A
LD HL, $mem_entities_list
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
CALL =Prepare_Entity
LD BC, $00a0
LD HL, $mem_oam_buffer
LD A, $tmp_var_1
ADD L
LD L, A
LD A, $tmp_var_1
XOR $ff
INC A
ADD C
LD C, A
CALL =bzero
RET
Prepare_Entity:
LD A, (HL+)
LD E, A
CP $00
JP Z, =Prepare_Entity.skip
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_x
LD B, A
SUB $82
CP D
JP NC, =Prepare_Entity.skip
ADD $0e
CP D
JP C, =Prepare_Entity.skip
LD A, D
SUB $80
SUB B
AND $0f
SWAP A
LD B, A
LD A, (HL+)
ADD $80
LD D, A
LD A, $mem_viewport_y
LD C, A
SUB $82
CP D
JP NC, =Prepare_Entity.skip
ADD $0d
CP D
JP C, =Prepare_Entity.skip
LD A, D
SUB $80
SUB C
AND $0f
SWAP A
ADD $02
LD C, A
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =Prepare_Entity.Viewport_offset_end
AND $07
CP $enum_direction_down
JR Z, =Prepare_Entity.Viewport_offset_down
CP $enum_direction_right
JR Z, =Prepare_Entity.Viewport_offset_right
CP $enum_direction_up
JR Z, =Prepare_Entity.Viewport_offset_up
Prepare_Entity.Viewport_offset_left:
LD A, $reg_viewport_x
SUB $08
AND $0f
XOR $ff
ADD $12
ADD B
LD B, A
JR =Prepare_Entity.Viewport_offset_end
Prepare_Entity.Viewport_offset_right:
LD A, $reg_viewport_x
SUB $08
AND $0f
XOR $ff
ADD B
LD B, A
JR =Prepare_Entity.Viewport_offset_end
Prepare_Entity.Viewport_offset_up:
LD A, $reg_viewport_y
SUB $08
AND $0f
XOR $ff
ADD $12
ADD C
LD C, A
JR =Prepare_Entity.Viewport_offset_end
Prepare_Entity.Viewport_offset_down:
LD A, $reg_viewport_y
SUB $08
AND $0f
XOR $ff
ADD C
LD C, A
Prepare_Entity.Viewport_offset_end:
LD A, (HL+)
BIT 3, A
LD D, A
LD A, $00
JR Z, =Prepare_Entity.Not_Moving_Animation
LD A, D
AND $07
CP $enum_direction_down
JR Z, =Prepare_Entity.moving_offset_down
CP $enum_direction_right
JR Z, =Prepare_Entity.moving_offset_right
CP $enum_direction_up
JR Z, =Prepare_Entity.moving_offset_up
Prepare_Entity.moving_offset_left:
LD A, $mem_moving_animation_step
XOR $ff
ADD B
LD B, A
JR =Prepare_Entity.moving_offset_end
Prepare_Entity.moving_offset_right:
LD A, $mem_moving_animation_step
INC A
ADD B
LD B, A
JR =Prepare_Entity.moving_offset_end
Prepare_Entity.moving_offset_up:
LD A, $mem_moving_animation_step
XOR $ff
ADD C
LD C, A
JR =Prepare_Entity.moving_offset_end
Prepare_Entity.moving_offset_down:
LD A, $mem_moving_animation_step
INC A
ADD C
LD C, A
Prepare_Entity.moving_offset_end:
LD A, $mem_moving_animation_step
Prepare_Entity.Not_Moving_Animation:
SUB $08
BIT 7, A
JR Z, =Prepare_Entity.Hop_ABS1_end
; Adding hop animation to Y
XOR $ff
INC A
Prepare_Entity.Hop_ABS1_end:
SUB $04
BIT 7, A
JR Z, =Prepare_Entity.Hop_ABS2_end
XOR $ff
INC A
Prepare_Entity.Hop_ABS2_end:
ADD C
LD C, A
LD A, D
AND $07
CP $enum_direction_left
JR Z, =Prepare_Entity.Left_Direction_sprite
CP $enum_direction_right
JR Z, =Prepare_Entity.Right_Direction_sprite
CP $enum_direction_up
JR Z, =Prepare_Entity.Up_Direction_sprite
JP =Prepare_Entity.Down_Direction_sprite
Prepare_Entity.Left_Direction_sprite:
LD D, $00
JP =Prepare_Entity.Write_OBJ
Prepare_Entity.Right_Direction_sprite:
LD A, $02
ADD E
LD E, A
LD D, $20
JP =Prepare_Entity.Write_OBJ
Prepare_Entity.Up_Direction_sprite:
LD A, $04
ADD E
LD E, A
LD D, $00
JP =Prepare_Entity.Write_OBJ
Prepare_Entity.Down_Direction_sprite:
LD A, $08
ADD E
LD E, A
LD D, $00
JP =Prepare_Entity.Write_OBJ
Prepare_Entity.Write_OBJ:
PUSH HL
; First OBJ (left)
LD HL, $mem_oam_buffer
LD A, $tmp_var_1
LD L, A
LD A, C
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
LD A, L
LD $tmp_var_1, A
POP HL
Prepare_Entity.skip:
LD A, L
AND $f8
ADD $08
LD L, A
RET
Entities_Behaviours:
CALL =Reset_Entities_Collision_Map
LD HL, $mem_entities_list
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
CALL =Entity_Behaviour
RET
Entity_Behaviour:
LD A, (HL+)
CP $00
JR Z, =Entity_Behaviour.skip
INC HL
INC HL
INC HL
LD A, (HL+)
LD D, A
LD A, (HL+)
LD E, A
PUSH HL
LD A, L
AND $f8
LD L, A
; This is confusing but this thing is actually CALL DE
LD BC, =Entity_Behaviour.interaction_end
PUSH BC
PUSH DE
RET
Entity_Behaviour.interaction_end:
POP HL
Entity_Behaviour.skip:
LD A, L
AND $f8
ADD $08
LD L, A
RET
Carve_Entity_Collision_Map: ; X in C, Y in B
PUSH BC
PUSH HL
PUSH AF
LD A, C
AND $e0
JR NZ, =Carve_Entity_Collision_Map.end
LD A, B
AND $e0
JR NZ, =Carve_Entity_Collision_Map.end
LD A, C
LD H, $00
CP $10
RL B
AND $0f
CP $08
RL B
AND $07
LD L, A
LD A, B
LD BC, $mem_entities_collisions
OR C
LD C, A
LD A, (BC)
OR (HL)
LD (BC), A
Carve_Entity_Collision_Map.end:
POP AF
POP HL
POP BC
RET
Get_Position_After_Move: ; entity (whatever alignement) in HL, direction to test in A, X Result in C, Y result in B
PUSH HL
PUSH AF
LD A, L
AND $f8
LD L, A
INC HL
LD A, (HL+)
LD C, A
LD A, (HL+)
LD B, A
POP AF
BIT 3, A
JR Z, =Get_Position_After_Move.direction_end
PUSH BC
DEC A
LD B, A
SLA A
AND $02
DEC A
BIT 1, B
JR NZ, =Get_Position_After_Move.vertical
Get_Position_After_Move.horizontal:
POP BC
ADD C
LD C, A
JR =Get_Position_After_Move.direction_end
Get_Position_After_Move.vertical:
POP BC
ADD B
LD B, A
Get_Position_After_Move.direction_end:
POP HL
RET
Fox_AI:
PUSH HL
INC HL
INC HL
INC HL
LD A, $mem_map_loading_flags
BIT 1, A
JR Z, =Fox_AI.Update_Position.end
LD A, (HL)
BIT 3, A
JR Z, =Fox_AI.Update_Position.end
RES 3, A
DEC A
LD C, A
AND $01
SLA A
AND $02
DEC A
LD B, A
LD A, L
AND $f8
INC A
LD L, A
BIT 1, C
JR NZ, =Fox_AI.vertical_tile_move
Fox_AI.horizontal_tile_move:
LD A, (HL)
ADD B
LD (HL), A
JP =Fox_AI.Update_Position.end
Fox_AI.vertical_tile_move:
INC HL
LD A, (HL)
ADD B
LD (HL), A
Fox_AI.Update_Position.end:
LD A, L
AND $f8
ADD $03
LD L, A
LD A, $mem_moving_animation_step
CP $01
JR NZ, =Fox_AI.end
LD A, $mem_bunny_direction
BIT 3, A
JR Z, =Fox_AI.end
CALL =RNG_Step
AND $08
LD B, A
LD A, $04
CALL =RNG_Bound
INC A
OR $08
LD B, A
PUSH BC
CALL =Get_Position_After_Move
LD A, C
CALL =Is_Collisionable
CALL =Carve_Entity_Collision_Map
POP BC
CP $00
JR Z, =Fox_AI.change_direction
RES 3, B
Fox_AI.change_direction:
LD (HL), B
Fox_AI.end:
POP HL
RET
Is_Collisionable: ; X in A, Y in B, Result A
PUSH BC
PUSH HL
CP $20
JR NC, =Is_Collisionable.Solid
LD C, A
LD A, B
CP $20
JR NC, =Is_Collisionable.Solid
LD A, C
LD H, $00
CP $10
RL B
AND $0f
CP $08
RL B
AND $07
LD L, A
LD C, B
LD B, $mem_dungeon_map_high
LD A, (BC)
PUSH AF
LD A, C
LD BC, $mem_entities_collisions
OR C
LD C, A
LD A, (BC)
XOR $ff ; 1 in the dungeon map means walkable, 1 in the entity map means unwalkable, we need to invert it.
LD B, A
POP AF
AND B
AND (HL)
CP $01
LD A, $00
RL A
POP HL
POP BC
RET
Is_Collisionable.Solid:
LD A, $01
POP HL
POP BC
RET
Reset_Entities_Collision_Map:
LD A, $mem_moving_animation_step
CP $02
JR NZ, =Reset_Entities_Collision_Map.end
LD HL, $mem_entities_collisions
LD BC, $0080
CALL =bzero
LD HL, $mem_entities_list
Reset_Entities_Collision_Map.loop:
INC L
INC L
INC L
LD A, (HL)
CALL =Get_Position_After_Move
CALL =Carve_Entity_Collision_Map
LD A, L
AND $f8
ADD $08
LD L, A
CP $00
JR NZ, =Reset_Entities_Collision_Map.loop
Reset_Entities_Collision_Map.end:
RET
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