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Routines |
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Reached through UPDATES. A chamber's socket (SOCKET) is built with a record after it for its sparkle (SOCKET_SPARKLE), which from time to time becomes, for two turns, a picture of the valve the socket takes (graphics 104-107 share the valves' sprites, 96-99), hovering 13 above the socket. Whenever anything lies in the room from the places -- a valve, even a seated one, or an extra life -- it goes, rubbed out and emptied, so a chamber once activated has none.
+10 counts the two turns; then it is the sparkle again (graphic 4 more).
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| WANTED_VALVE | AE17 | CALL DRAW_AT_L12_D5 | draw 12 left and 5 down | |
| AE1A | CALL ANY_SPECIAL_HERE | anything from the places in the room: go | ||
| AE1D | JP NZ,VANISH | |||
| AE20 | LD A,(IX-$1D) | 13 above the socket, the record before | ||
| AE23 | ADD A,$0D | |||
| AE25 | LD (IX+$03),A | |||
| AE28 | DEC (IX+$10) | two turns | ||
| AE2B | RET NZ | |||
| AE2C | SET 2,(IX+$00) | then the sparkle, redrawn | ||
| AE30 | JP SET_WIPE_AND_DRAW_FLAGS | |||
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