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Routines |
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Used by the routine at 43592.
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 | 42617 | LD A,B | Call ItemLocator with the source item ID. | |||||||||||||
| 42618 | CALL ItemLocator | |||||||||||||||
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A now contains the location of the source ID.
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| 42621 | PUSH BC | Stash the item IDs and source item room ID on the stack. | ||||||||||||||
| 42622 | PUSH AF | |||||||||||||||
| 42623 | LD C,0 | Call Handler_UpdateItemLocation and disable the source item. | ||||||||||||||
| 42625 | CALL Handler_UpdateItemLocation | |||||||||||||||
| 42628 | POP AF | Restore the source item room ID and item IDs from the stack. | ||||||||||||||
| 42629 | POP BC | |||||||||||||||
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Activate the destination item in the same room.
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| 42630 | LD B,C | Load the destination item ID into B. | ||||||||||||||
| 42631 | LD C,A | Load the source room ID into C. | ||||||||||||||
| 42632 | CALL Handler_UpdateItemLocation | Call Handler_UpdateItemLocation. | ||||||||||||||
| 42635 | RET | Return. | ||||||||||||||
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View the equivalent code in;
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