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Routines |
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Object template 5. Each turn something is on it -- bit 3 of +D, set by the collision code on what the robot or another mover of graphics 16 to 47 lands on (ADJ_DZ_FOR_OBJ_INTERSECT), and cleared here -- it sinks one unit, with a grinding note, until it lands on what is under it. As Knight Lore's dropping block (upd_91).
Measured in the simulator in room $82: with him on it, it went down one unit a turn from Z 100. On the floor, as in room $12, it cannot sink and stays put. The sessions of the build had never stood on one (the coverage report).
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| DROPPING_BLOCK | B2B6 | CALL DRAW_AT_L16_D9 | the drawing nudge | |||||
| B2B9 | BIT 3,(IX+$0D) | nothing on it: nothing to do, not even a redraw | ||||||
| B2BD | RES 3,(IX+$0D) | |||||||
| B2C1 | RET Z | |||||||
| B2C2 | LD (IX+$0B),$00 | a Z step of 0, which the fall makes -1: down one | ||||||
| B2C6 | CALL DEC_DZ_AND_UPDATE_UVZ | |||||||
| B2C9 | LD (IX+$0B),$00 | no Z step kept | ||||||
| B2CD | BIT 2,(IX+$0C) | still moving down: a grinding note pitched by Z | ||||||
| B2D1 | JR NZ,DROPPING_BLOCK_0 | |||||||
| B2D3 | CALL BEEP_BY_Z | |||||||
| DROPPING_BLOCK_0 | B2D6 | JP SET_WIPE_AND_DRAW_FLAGS | redraw it | |||||
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