c $B375 Called when you attack an enemy - plays sounds and animates target C $B375 point HL at some sound data C $B378 call sound effect playback routine C $B37B load HL with position of cursor C $B37E add $A1 (161 decimal) to HL C $B382 set byte pointed to by HL to $32 (50 decimal) C $B385 set ATTR-P to bright yellow on black C $B38A set B to five (loop counter) C $B38C preserve BC C $B38D set B to four C $B38F point HL at sprite data for attack effect C $B392 load DE with $20 C $B395 preserve BL, HL, DE and disable interrupts C $B399 store HL in C_DATA C $B39C copy position of cursor to "something" C $B3A2 call $E007 C $B3A5 copy HL to LC_POS C $B3A8 call P_CHAR C $B3AB call sound_effect_playback_routine C $B3AE restore DE, HL C $B3B0 add DE to HL C $B3B1 restore BC and jump back to $B395 three times C $B3B4 restore BC and jump back to $B38C four times C $B3B7 load HL with position of cursor C $B3BA add $A1 to HL C $B3BE set byte pointed to by HL to one C $B3C0 enable interrupts, wait for an interrupt and return