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AB1F: Unused: face by the signs of the steps
Nothing calls or jumps here (searched), and the build's sessions never ran it; stage 1 took it for data. It is code, and ends where SCENE_TOOL begins: it sets bit 1 of the graphic and the mirror flag, the two bits a clockwork mouse (CLOCKWORK_MOUSE) faces by, from the signs of the steps in U (+9) and V (+A). The signs agree with the mice's way of facing, but the axis does not: as written it faces along V when the step in U is the larger, and along U otherwise -- across the larger step rather than along it -- so it was either for sprites that face another way or left unfinished.
FACE_BY_STEP_UNUSED AB1F LD A,(IX+$09)
AB22 AND A
AB23 JP P,FACE_BY_STEP_UNUSED_0
AB26 NEG
FACE_BY_STEP_UNUSED_0 AB28 LD C,A
AB29 LD A,(IX+$0A)
AB2C AND A
AB2D JP P,FACE_BY_STEP_UNUSED_1
AB30 NEG
FACE_BY_STEP_UNUSED_1 AB32 CP C
AB33 JR C,FACE_BY_STEP_UNUSED_4
AB35 LD A,(IX+$09)
AB38 AND A
AB39 JP P,FACE_BY_STEP_UNUSED_3
AB3C RES 1,(IX+$00)
FACE_BY_STEP_UNUSED_2 AB40 RES 6,(IX+$07)
AB44 RET
FACE_BY_STEP_UNUSED_3 AB45 SET 1,(IX+$00)
AB49 JR FACE_BY_STEP_UNUSED_2
FACE_BY_STEP_UNUSED_4 AB4B LD A,(IX+$0A)
AB4E AND A
AB4F JP P,FACE_BY_STEP_UNUSED_6
AB52 SET 1,(IX+$00)
FACE_BY_STEP_UNUSED_5 AB56 SET 6,(IX+$07)
AB5A RET
FACE_BY_STEP_UNUSED_6 AB5B RES 1,(IX+$00)
AB5F JR FACE_BY_STEP_UNUSED_5
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