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Routines |
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The code expects a room's arches to be its first background objects, each two records (the two pillars, types 2 to 5), so the first pillars are records 4, 6, 8 and 10. The side an arch is on is recognised by the X+Y of its first pillar -- $51 north, $37 east, $C8 south, $AE west, from the arch data at arch_n on. The player takes that pillar's Z, which is what puts him at the right height in a raised arch; the head goes 12 above.
The search stops at the first record that is not an arch pillar; if no arch matches, Z is left alone.
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| adjust_plyr_Z_for_arch | D38C | LD IY,$5C88 | IY = record 4; step two records; four arches at most | |||||||
| D390 | LD DE,$0040 | |||||||||
| D393 | LD B,$04 | |||||||||
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