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Routines |
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Rising, it climbs one unit a frame with a sound whose pitch follows its height, until it is more than 31 above the floor. Falling, it gets an extra unit of downward speed each frame on top of gravity, so it falls with twice the pull of anything else, and lands with a crash of noise. While it moves it has bit 7 of +$0D set, which passes the deadly mark (bit 6) to whatever it moves into: a falling portcullis kills. It stays still while the player is settling into the room.
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| upd_9 | C6BD | CALL adj_m6_m12 | draw 12 left and 6 down | |||||
| C6C0 | SET 7,(IX+$0D) | deadly to what it moves into | ||||||
| C6C4 | LD A,($5C14) | wait while the player's +$0C counts down after entering the room | ||||||
| C6C7 | AND $F0 | |||||||
| C6C9 | RET NZ | |||||||
| C6CA | LD A,(IX+$0B) | rising | ||||||
| C6CD | AND A | |||||||
| C6CE | JP P,move_portcullis_up | |||||||
| C6D1 | DEC (IX+$0B) | extra speed down, then gravity and move | ||||||
| C6D4 | CALL dec_dZ_and_update_XYZ | |||||||
| C6D7 | BIT 2,(IX+$0C) | not landed yet | ||||||
| C6DB | JR Z,set_wipe_and_draw_flags | |||||||
| C6DD | CALL sound_portcullis_crash | the crash: noise from bytes of the ROM chosen by the seed and the frame counter | ||||||
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