1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
|
Entities_Actions:
LD A, $mem_moving_animation_step
CP $05
JR NZ, =.Action_Functions
CALL =Reset_Entities_Collision_Map
.Action_Functions:
LD HL, $mem_entities_list
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
CALL =Entity_Action
RET
Entity_Action:
LD A, (HL+)
CP $00
JR Z, =.skip
INC HL
INC HL
INC HL
LD E, (HL)
PUSH HL
LD A, L
AND $f0
LD L, A
LD BC, =Turn_Jump_table
LD A, E
.JUMP_TABLE
POP HL
.skip:
LD A, L
AND $f0
ADD $10
LD L, A
RET
Update_Animation_Steps:
LD A, $mem_map_loading_flags
BIT 3, A
JR Z, =.update_mode
LD A, $mem_moving_animation_step
INC A
AND $0f
LD $mem_moving_animation_step, A
CP $00
JR NZ, =.end
LD A, $mem_map_loading_flags
RES 3, A
SET 1, A
LD $mem_map_loading_flags, A
.update_mode:
LD A, $mem_requested_mode
LD $mem_current_mode, A
.end:
LD A, $mem_bunny_health
CP $00
JR Z =.Dead_mode
RET
.Dead_mode:
LD A, $20
LD $mem_bunny_direction, A
LD A, $enum_dead_mode
LD $mem_current_mode, A
.CLOSE_DIALOGUE
RET
Turn_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Move_Bunny
NOP
; 02
JP =Fox_Turn
NOP
; 03
JP =Frog_Turn
NOP
Interaction_Jump_table:
; 00
RET
NOP
NOP
NOP
; 01
JP =Enemy_Interaction
NOP
; 02
JP =Open_Dialogue
NOP
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 HL, $dialogue_first_line
LD BC, =Bunny_Prefix
CALL =Print_str
LD HL, $dialogue_third_line
LD BC, =Text_1
CALL =Print_str
LD A, $07
LD $mem_display_flag, A
LD A, $mem_bunny_direction
AND $0f
LD $mem_bunny_direction, A
LD A, $enum_dungeon_dialogue_mode
LD $mem_requested_mode, A
RET
Enemy_Interaction:
LD A, L
AND $f0
ADD $06
LD L, A
LD A, (HL)
DEC A
DAA
LD (HL), A
RET
|