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Load_Tile:
LD HL, $8020
LD DE, =OBJ_Tile_Image_Data.Bunny
LD BC, $00c0
CALL =memcpy
LD HL, $8800
LD DE, =Font_Data
LD BC, $2b0
CALL =memcpy
LD HL, $9100
LD DE, =GUI_Border_Data
LD BC, $0090
CALL =memcpy
LD HL, $9200
LD DE, =BG_Tile_Image_Data
LD BC, $04a0
CALL =memcpy
LD HL, $8600
LD DE, =Animation_Sprites_Data
LD BC, $0060
CALL =memcpy
RET
Reload_Entities_Tile_Data:
LD HL, $mem_loaded_enemies_indices
LD E, $03
.loop:
LD A, (HL)
SLA A
SLA A
SLA A
ADD low(=Entity_list)
LD C, A
LD A, high(=Entity_list)
ADC $00
LD B, A
PUSH HL
PUSH DE
LD A, E
SLA A
SLA A
LD E, A
SLA A
ADD E
ADD $02
SWAP A
LD H, A
AND $f0
LD L, A
LD A, H
AND $0f
OR $80
LD H, A
LD A, (BC)
LD D, A
INC BC
LD A, (BC)
LD E, A
LD BC, $00c0
CALL =memcpy
POP DE
POP HL
INC HL
INC E
LD A, low($mem_loaded_entities_indices_end)
CP L
JR NZ, =.loop
Dialogue_Box_Tilemap_data:
.DB 0x11, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x17, 0x13, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.DB 0x15, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.DB 0x15, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.DB 0x15, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.DB 0x12, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
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