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A971: The robot being oiled, in the ending (graphic 92)
Reached through UPDATES: the scene after the twenty-fourth chamber, set up by GAME_ENDED in pixels (the scene is not projected). The robot waits 64 turns, is lowered three pixels a turn into the can of oil (graphic 85) until it is below 40, stays there while its count runs on to 128, then rises three pixels a turn, now bright white, to 128, with a sound pitched by its height as it moves. Then a tune, and back to the menu (AFTER_GAME).
+11 counts: 0 to 63 waiting; 64 going down and then counting at the bottom; 128 and over going up. +10 is its colour (COLOUR_SCENE_OBJECT, in SCENE_SPARKS).
OILED_ROBOT A971 LD A,(IX+$11) the first 64 turns: wait
A974 CP $40
A976 JR C,OILED_ROBOT_2
A978 CP $80 128 on: going up
A97A JR NC,OILED_ROBOT_3
A97C LD A,(IX+$1B) at the bottom: count
A97F CP $28
A981 JR C,OILED_ROBOT_2
A983 SUB $03 three pixels down
A985 LD (IX+$1B),A
OILED_ROBOT_0 A988 CALL BEEP_BY_A a sound pitched by its height; redraw
A98B CALL SET_WIPE_AND_DRAW_FLAGS
OILED_ROBOT_1 A98E JP COLOUR_SCENE_OBJECT colour its cells
OILED_ROBOT_2 A991 INC (IX+$11) count on
A994 JR OILED_ROBOT_1
OILED_ROBOT_3 A996 LD A,(IX+$1B) at the top: done
A999 CP $80
A99B JR NC,OILED_ROBOT_4
A99D ADD A,$03 three pixels up, now bright white
A99F LD (IX+$1B),A
A9A2 LD (IX+$10),$47
A9A6 JR OILED_ROBOT_0
OILED_ROBOT_4 A9A8 LD DE,TUNE_WON a tune, and back to the menu
A9AB CALL PLAY_TUNE
A9AE JP AFTER_GAME
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