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75d1: Related to horizontal platform collision detection - possibly flipping between sprite X position collision and Jetman direction collision...needs more work!
Used by the routine at 75ed.
Input
A Sprite X position minus Platform X position?
IX Jetman or alien.
75d1 ex af,af'
75d2 ld a,(ix+$00) Jetman/alien direction
75d5 and $3f Value must be <= 63
75d7 cp $03 Jump if value == 3 (therefore never when Jetman)
75d9 jr z,$75de
75db ex af,af' Restore A to entry value
75dc jr $75fc Vertical collision detection
75de ex af,af' Flip again
75df sub $09
75e1 jp p,$75fc Vertical collision detection, first incrementing by $09 if A is negative
75e4 add a,$09
75e6 jr $75fc
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