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Routines |
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Used by the routine at AA48.
Rather than use item properties, the game just has separate objects that don't exist until an action is performed.
An example is:
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| TransformItem | A679 | LD A,B | Call ItemLocator with the source item ID. | |||||||||||||
| A67A | CALL ItemLocator | |||||||||||||||
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A now contains the location of the source ID.
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| A67D | PUSH BC | Stash the item IDs and source item room ID on the stack. | ||||||||||||||
| A67E | PUSH AF | |||||||||||||||
| A67F | LD C,$00 | Call Handler_UpdateItemLocation and disable the source item. | ||||||||||||||
| A681 | CALL Handler_UpdateItemLocation | |||||||||||||||
| A684 | POP AF | Restore the source item room ID and item IDs from the stack. | ||||||||||||||
| A685 | POP BC | |||||||||||||||
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Activate the destination item in the same room.
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| A686 | LD B,C | Load the destination item ID into B. | ||||||||||||||
| A687 | LD C,A | Load the source room ID into C. | ||||||||||||||
| A688 | CALL Handler_UpdateItemLocation | Call Handler_UpdateItemLocation. | ||||||||||||||
| A68B | RET | Return. | ||||||||||||||
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View the equivalent code in;
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