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Routines |
| Prev: AE17 | Up: Map | Next: AE5D |
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Reached through UPDATES. The sparkle over a chamber's socket, built with it (object templates 24 to 27, flags $12: out of the collision tests). It hovers 13 above the socket and steps through four frames (graphics 108-111 share the sprites of the sparkle a thing dies in), and when the frame comes round to the socket's kind it shows the valve wanted (WANTED_VALVE) for two turns: about two turns in six. Like the picture, it goes when anything lies in the room from the places.
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| SOCKET_SPARKLE | AE33 | CALL DRAW_AT_L12_D5 | draw 12 left and 5 down | |
| AE36 | CALL ANY_SPECIAL_HERE | anything from the places in the room: go | ||
| AE39 | JP NZ,VANISH | |||
| AE3C | LD A,(IX-$1D) | 13 above the socket, the record before | ||
| AE3F | ADD A,$0D | |||
| AE41 | LD (IX+$03),A | |||
| AE44 | CALL NEXT_FRAME_MOD4 | the next frame | ||
| AE47 | AND $03 | |||
| AE49 | LD C,A | |||
| AE4A | LD A,(IX-$20) | the socket's kind? | ||
| AE4D | AND $03 | |||
| AE4F | CP C | |||
| AE50 | JR NZ,SOCKET_SPARKLE_0 | |||
| AE52 | RES 2,(IX+$00) | yes: the valve wanted, for two turns | ||
| AE56 | LD (IX+$10),$02 | |||
| SOCKET_SPARKLE_0 | AE5A | JP SET_WIPE_AND_DRAW_FLAGS | redraw | |
| Prev: AE17 | Up: Map | Next: AE5D |