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Routines |
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Object template 6. It sits still until the robot, or something else of graphics 16 to 47 that moves, lands on it -- bit 3 of +D, which the collision code sets on what such a thing lands on (ADJ_DZ_FOR_OBJ_INTERSECT) -- and then it vanishes in the sparkle (SPARKLE_STEP, SPARKLE_END_PLACE): graphic 64 is set and stepped to 65 in the same turn, so what is seen is 45, 65, gone (measured). Rebuilding the room brings it back. As Knight Lore's collapsing block (upd_143).
Graphic 65's routine empties the place the record's +10 and +11 point to, which for a block is address 0 in the ROM: the write does nothing.
Measured in the simulator in room $12: dropped on it, he stood on it for a turn; it became 65, then 1, then an empty record, and he fell.
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| COLLAPSING_BLOCK | B28C | CALL DRAW_AT_L16_D9 | the drawing nudge | |||||
| B28F | BIT 3,(IX+$0D) | landed on? (and ready for the next time) | ||||||
| B293 | RES 3,(IX+$0D) | |||||||
| B297 | RET Z | |||||||
| B298 | LD (IX+$00),$40 | yes: graphic 64, and on into the sparkle's next frame | ||||||
| B29C | JP SPARKLE_STEP | |||||||
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