input_held
jr z, @not_down REL
ld a, [player+act_pos_y]
+ cp a, 0xF0 ; max value
+ jr z, @not_down REL
inc a
ld [player+act_pos_y], a
@not_down:
input_held
jr z, @not_up REL
ld a, [player+act_pos_y]
+ cp a, 0 ; min value
+ jr z, @not_up REL
dec a
ld [player+act_pos_y], a
@not_up:
input_held
jr z, @not_left REL
ld a, [player+act_pos_x]
+ cp a, 0 ; min value
+ jr z, @not_left REL
dec a
ld [player+act_pos_x], a
@not_left:
input_held
jr z, @not_right REL
ld a, [player+act_pos_x]
+ cp a, 0xF0 ; max value
+ jr z, @not_right REL
inc a
ld [player+act_pos_x], a
@not_right: