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Data |
| Prev: A7DC | Up: Map | Next: A8F0 |
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The table of update routines, one entry for each sprite number from 00 to 82. RunGame calls the routine for each object, with IX pointing at it, and pushes RunGame_ObjectUpdated as the return address.
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| ObjectUpdateRoutines | A7EA | DEFW NoUpdate | Objects 00 and 01: nothing to do (NoUpdate). Slots which are empty have sprite 00 and objects that have been retired have sprite 01. | |
| A7EC | DEFW NoUpdate | |||
| A7EE | DEFW HandleNearArch | Object 02, the near side of an arch (HandleNearArch). | ||
| A7F0 | DEFW HandleFarArch | Object 03, the far side of an arch (HandleFarArch). | ||
| A7F2 | DEFW NoUpdate | Objects 04 to 06: parts of the border of the screen, which are only drawn (NoUpdate). | ||
| A7F4 | DEFW NoUpdate | |||
| A7F6 | DEFW NoUpdate | |||
| A7F8 | DEFW NoUpdate | Objects 07 to 0A: parts of the status panel, which are only drawn (NoUpdate). | ||
| A7FA | DEFW NoUpdate | |||
| A7FC | DEFW NoUpdate | |||
| A7FE | DEFW NoUpdate | |||
| A800 | DEFW HandleMouseSecondPart | Object 0B, the second part of a robot mouse, which follows the object in front of it in the table (HandleMouseSecondPart). | ||
| A802 | DEFW HandleExtraLife | Object 0C, an extra life (HandleExtraLife). | ||
| A804 | DEFW SetPixelAdjustments_Wall_0D | Object 0D, part of a wall (SetPixelAdjustments_Wall_0D). | ||
| A806 | DEFW SetPixelAdjustments_Wall_0E | Object 0E, part of a wall (SetPixelAdjustments_Wall_0E). | ||
| A808 | DEFW SetPixelAdjustments_Wall_0F | Object 0F, part of a wall (SetPixelAdjustments_Wall_0F). | ||
| A80A | DEFW HandlePlayerLegs | Objects 10 to 17: the lower half of the robot in each of its walking positions (HandlePlayerLegs). | ||
| A80C | DEFW HandlePlayerLegs | |||
| A80E | DEFW HandlePlayerLegs | |||
| A810 | DEFW HandlePlayerLegs | |||
| A812 | DEFW HandlePlayerLegs | |||
| A814 | DEFW HandlePlayerLegs | |||
| A816 | DEFW HandlePlayerLegs | |||
| A818 | DEFW HandlePlayerLegs | |||
| A81A | DEFW HandleTurningLegs | Objects 18 to 1B: the lower half of the robot when it is standing still, facing the front and the side (HandleTurningLegs). | ||
| A81C | DEFW HandleTurningLegs | |||
| A81E | DEFW HandleTurningLegs | |||
| A820 | DEFW HandleTurningLegs | |||
| A822 | DEFW HandleFatBottomBlock | Object 1C, a block which is fat at the bottom (HandleFatBottomBlock). | ||
| A824 | DEFW HandleFatTopBlock | Object 1D, a block which is fat at the top (HandleFatTopBlock). | ||
| A826 | DEFW SetPixelAdjustments | Object 1E, a block (SetPixelAdjustments). | ||
| A828 | DEFW HandleMovingBlock | Object 1F, a block which moves up and down (HandleMovingBlock). | ||
| A82A | DEFW HandlePlayerTop | Objects 20 to 2B: the upper half of the robot in each of its positions (HandlePlayerTop). | ||
| A82C | DEFW HandlePlayerTop | |||
| A82E | DEFW HandlePlayerTop | |||
| A830 | DEFW HandlePlayerTop | |||
| A832 | DEFW HandlePlayerTop | |||
| A834 | DEFW HandlePlayerTop | |||
| A836 | DEFW HandlePlayerTop | |||
| A838 | DEFW HandlePlayerTop | |||
| A83A | DEFW HandlePlayerTop | |||
| A83C | DEFW HandlePlayerTop | |||
| A83E | DEFW HandlePlayerTop | |||
| A840 | DEFW HandlePlayerTop | |||
| A842 | DEFW HandleFallingBlock | Object 2C, a block which falls when something touches it (HandleFallingBlock). | ||
| A844 | DEFW HandleCollapsingBlock | Object 2D, a block which collapses (HandleCollapsingBlock). | ||
| A846 | DEFW HandleBrokenEgg | Object 2E, a broken egg, which is deadly to touch (HandleBrokenEgg). | ||
| A848 | DEFW HandleRisingBlock | Object 2F, a block which moves up and down while the player is standing on it (HandleRisingBlock). | ||
| A84A | DEFW HandleSparkle | Objects 30 to 36: sparkles (HandleSparkle). | ||
| A84C | DEFW HandleSparkle | |||
| A84E | DEFW HandleSparkle | |||
| A850 | DEFW HandleSparkle | |||
| A852 | DEFW HandleSparkle | |||
| A854 | DEFW HandleSparkle | |||
| A856 | DEFW HandleSparkle | |||
| A858 | DEFW RetireObject | Object 37: sparkles (RetireObject). | ||
| A85A | DEFW HandlePlayerAppearing | Objects 38 to 3E: sparkles (HandlePlayerAppearing). | ||
| A85C | DEFW HandlePlayerAppearing | |||
| A85E | DEFW HandlePlayerAppearing | |||
| A860 | DEFW HandlePlayerAppearing | |||
| A862 | DEFW HandlePlayerAppearing | |||
| A864 | DEFW HandlePlayerAppearing | |||
| A866 | DEFW HandlePlayerAppearing | |||
| A868 | DEFW HandleLastAppearingSparkle | Object 3F: sparkles (HandleLastAppearingSparkle). | ||
| A86A | DEFW HandleSparkle | Object 40: sparkles (HandleSparkle). | ||
| A86C | DEFW RemoveObject | Object 41, which clears the object it points to and turns into a sparkle (RemoveObject). | ||
| A86E | DEFW HandleBlockMovingEastWest | Object 42, a block which moves east and west (HandleBlockMovingEastWest). | ||
| A870 | DEFW HandleBlockMovingNorthSouth | Object 43, a block which moves north and south (HandleBlockMovingNorthSouth). | ||
| A872 | DEFW HandleConveyorNorth | Object 44, a conveyor which carries objects north (HandleConveyorNorth). | ||
| A874 | DEFW HandleConveyorEast | Object 45, a conveyor which carries objects east (HandleConveyorEast). | ||
| A876 | DEFW HandleConveyorSouth | Object 46, a conveyor which carries objects south (HandleConveyorSouth). | ||
| A878 | DEFW HandleConveyorWest | Object 47, a conveyor which carries objects west (HandleConveyorWest). | ||
| A87A | DEFW HandleDeadlyObject | Object 48, a deadly pyramid (HandleDeadlyObject). | ||
| A87C | DEFW HandleEggTop | Object 49, the top of a broken egg, which is deadly to touch (HandleEggTop). | ||
| A87E | DEFW HandleCryonaut | Object 4A, a cryonaut looking out of a chamber (HandleCryonaut). | ||
| A880 | DEFW HandleDeadlyObject | Object 4B, deadly tubes (HandleDeadlyObject). | ||
| A882 | DEFW HandleHomingSparkle | Objects 4C to 4F: sparkles which fly towards the player (HandleHomingSparkle). | ||
| A884 | DEFW HandleHomingSparkle | |||
| A886 | DEFW HandleHomingSparkle | |||
| A888 | DEFW HandleHomingSparkle | |||
| A88A | DEFW HandleAlarm | Object 50, the alarm in the game over scene (HandleAlarm). | ||
| A88C | DEFW HandleAttackingTool | Objects 51 to 53: the boxing glove, hammer and hook in the game over scene (HandleAttackingTool). | ||
| A88E | DEFW HandleAttackingTool | |||
| A890 | DEFW HandleAttackingTool | |||
| A892 | DEFW NoUpdate | Object 54, part of the status panel, which is only drawn (NoUpdate). | ||
| A894 | DEFW ColourCells | Object 55, the pot of oil in the game completed scene, which is only coloured (ColourCells). | ||
| A896 | DEFW HandleBouncingMouse | Objects 56 and 57: a robot mouse (HandleBouncingMouse). | ||
| A898 | DEFW HandleBouncingMouse | |||
| A89A | DEFW ColourCells | Objects 58 to 5B: the sides, the bottom half and the top half of the robot in the game over scene, which are only coloured (ColourCells). | ||
| A89C | DEFW ColourCells | |||
| A89E | DEFW ColourCells | |||
| A8A0 | DEFW ColourCells | |||
| A8A2 | DEFW HandleEndingRobotBottom | Object 5C, the bottom half of the robot in the game completed scene (HandleEndingRobotBottom). | ||
| A8A4 | DEFW HandleEndingRobotTop | Object 5D, the top half of the robot in the game completed scene (HandleEndingRobotTop). | ||
| A8A6 | DEFW HandleCircuitMouse | Objects 5E and 5F: a robot mouse (HandleCircuitMouse). | ||
| A8A8 | DEFW HandleCircuitMouse | |||
| A8AA | DEFW HandleValve | Objects 60 to 63: a valve lying about in a room, in the shape of a cylinder, a cube, a pyramid or a half sphere (HandleValve). | ||
| A8AC | DEFW HandleValve | |||
| A8AE | DEFW HandleValve | |||
| A8B0 | DEFW HandleValve | |||
| A8B2 | DEFW HandlePlacedValve | Objects 64 to 67: a valve in place on a socket (HandlePlacedValve). | ||
| A8B4 | DEFW HandlePlacedValve | |||
| A8B6 | DEFW HandlePlacedValve | |||
| A8B8 | DEFW HandlePlacedValve | |||
| A8BA | DEFW HandleValveGhost | Objects 68 to 6B: the ghost of the valve which a socket needs (HandleValveGhost). | ||
| A8BC | DEFW HandleValveGhost | |||
| A8BE | DEFW HandleValveGhost | |||
| A8C0 | DEFW HandleValveGhost | |||
| A8C2 | DEFW HandleValveGhostSparkle | Objects 6C to 6F: sparkles used while the ghost of a valve appears (HandleValveGhostSparkle). | ||
| A8C4 | DEFW HandleValveGhostSparkle | |||
| A8C6 | DEFW HandleValveGhostSparkle | |||
| A8C8 | DEFW HandleValveGhostSparkle | |||
| A8CA | DEFW HandleSocket | Objects 70 to 73: a socket for a cylinder, cube, pyramid or half sphere (HandleSocket). | ||
| A8CC | DEFW HandleSocket | |||
| A8CE | DEFW HandleSocket | |||
| A8D0 | DEFW HandleSocket | |||
| A8D2 | DEFW HandleClockworkMouse | Objects 74 to 77: a clockwork mouse (HandleClockworkMouse). | ||
| A8D4 | DEFW HandleClockworkMouse | |||
| A8D6 | DEFW HandleClockworkMouse | |||
| A8D8 | DEFW HandleClockworkMouse | |||
| A8DA | DEFW HandleChasingDome | Objects 78 and 79: a chasing dome (HandleChasingDome). | ||
| A8DC | DEFW HandleChasingDome | |||
| A8DE | DEFW HandleRemoteControlArrow | Objects 7A and 7B: a remote control arrow (HandleRemoteControlArrow). | ||
| A8E0 | DEFW HandleRemoteControlArrow | |||
| A8E2 | DEFW HandleRemoteControlRobot | Objects 7C to 7F: the remote control robot (HandleRemoteControlRobot). | ||
| A8E4 | DEFW HandleRemoteControlRobot | |||
| A8E6 | DEFW HandleRemoteControlRobot | |||
| A8E8 | DEFW HandleRemoteControlRobot | |||
| A8EA | DEFW HandleRemoteControlBlock | Object 80, the remote control block (HandleRemoteControlBlock). | ||
| A8EC | DEFW HandleSpikedDome | Object 81, the spiked dome, which is deadly to touch (HandleSpikedDome). | ||
| A8EE | DEFW HandleLandMine | Object 82, the land mine, which is deadly to touch (HandleLandMine). | ||
| Prev: A7DC | Up: Map | Next: A8F0 |