| Ant Attack | Routines |
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While the explosion countdown runs the object does not move, and when it runs out the object goes back to its home position. The player starts every level this way: BASIC sets its countdown to 1, so the first frame puts it at the city gate.
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| MOVE_OR_RESPAWN | 89D0 | LD A,(IX+$09) | ||
| 89D3 | AND A | |||
| 89D4 | JR NZ,MOVE_OR_RESPAWN_0 | |||
| 89D6 | CALL MOVE_OBJECT | |||
| 89D9 | RET | |||
| MOVE_OR_RESPAWN_0 | 89DA | DEC A | ||
| 89DB | LD (IX+$09),A | |||
| 89DE | RET NZ | |||
| 89DF | LD A,(IX+$0A) | Home. | ||
| 89E2 | LD (IX+$00),A | |||
| 89E5 | LD A,(IX+$0B) | |||
| 89E8 | LD (IX+$01),A | |||
| 89EB | LD A,(IX+$0C) | |||
| 89EE | LD (IX+$02),A | |||
| 89F1 | XOR A | Not falling, not stunned, standing. | ||
| 89F2 | LD (IX+$05),A | |||
| 89F5 | LD (IX+$06),A | |||
| 89F8 | LD (IX+$08),A | |||
| 89FB | RET | |||
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