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Routines |
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The handler for the sparkles shown between appearances of the valve ghost (objects 6C to 6F). They hover over the socket in the same way as the ghost (see HandleValveGhost). The sparkle steps through the four shapes, and when it matches the socket it changes back into the ghost.
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Hover over the socket and step the shape.
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| HandleValveGhostSparkle | AE33 | CALL SetPixelAdjustments_Valve | Call SetPixelAdjustments_Valve. | |||||
| AE36 | CALL TestValvesInPlay | Call TestValvesInPlay. | ||||||
| AE39 | JP NZ,RetireObject_Retire | Jump to RetireObject_Retire if there are special objects in the room. | ||||||
| AE3C | LD A,(IX-$1D) | Fetch the height of the socket. | ||||||
| AE3F | ADD A,$0D | Add 0D. | ||||||
| AE41 | LD (IX+$03),A | Set the height of the sparkle. | ||||||
| AE44 | CALL NextSpriteNumber | Call NextSpriteNumber. | ||||||
| AE47 | AND %00000011 | Keep bits 0 and 1. | ||||||
| AE49 | LD C,A | Keep it in C. | ||||||
| AE4A | LD A,(IX-$20) | Fetch the sprite number of the socket. | ||||||
| AE4D | AND %00000011 | Keep bits 0 and 1. | ||||||
| AE4F | CP C | Jump to HandleValveGhostSparkle_Redraw if the shapes are different. | ||||||
| AE50 | JR NZ,HandleValveGhostSparkle_Redraw | |||||||
| AE52 | RES 2,(IX+$00) | Reset bit 2 of the sprite number. | ||||||
| AE56 | LD (IX+$10),$02 | Write 02 to the frame count. | ||||||
| HandleValveGhostSparkle_Redraw | AE5A | JP SetWipeAndDrawFlags | Jump to SetWipeAndDrawFlags. | |||||
| Prev: AE17 | Up: Map | Next: AE5D |