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B39A: Start the sparkle an object vanishes in
Used by the routines at PLAYER_LEGS and TOP_FOLLOWS_LEGS.
Turns the object into graphic 48, the first frame of the sparkle, and takes it out of the collision tests (bit 1 of its flags); SPARKLE_STEP runs it on through 49 to 54 a frame a turn, and SPARKLE_END_PLACE's graphic 55 ends it. Used by the robot's update routines (PLAYER_LEGS, TOP_FOLLOWS_LEGS) when he dies. Knight Lore's init_death_sparkles; Pentagram's START_PUFF.
Input
IX the object
START_SPARKLE B39A LD (IX+$00),$30 graphic 48, out of collisions
B39E SET 1,(IX+$07)
B3A2 JR SPARKLE_SOUND_AND_DRAW
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