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A7EA: Object Update Routines
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.
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).
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