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Routines |
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Clears its horizontal velocity, clicks the speaker with a pitch taken from the frame counter, and lets gravity act on it. Clearing the velocity before moving undoes any push the collision code gave it earlier in the frame -- the player is always the first object -- so the block can only fall, never be pushed. Watched in the emulator: a table placed in the player's path was pushed a step per frame, and the same table given this type did not move at all. Compare the table's handler, upd_84, which moves first and clears the velocity afterwards. Whether a block that cannot be moved was meant is not known.
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| upd_62 | C4AA | CALL upd_6_7 | draw 16 left and 8 down | |
| C4AD | CALL clear_dX_dY | no horizontal movement | ||
| C4B0 | CALL sound_movable_block | |||
| C4B3 | JP dec_dZ_wipe_and_draw | |||
| Prev: C489 | Up: Map | Next: C4B6 |