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48957: Set Pixel Adjustments
Sets how many pixels the sprite of an object is moved, in x and y, from the position that CalculatePixelCoordinates works out. The isometric formula finds a corner of the object; these offsets sit the graphic on that box. There is an entry point for each pair of offsets, and the one that is used depends on the sprite. L is the offset in x and H is the offset in y. A plain block (object 30) and the wall parts (objects 13 to 15) have no other work, so their update routine is one of these entries.
Input
IX The address of the object
The adjustments of blocks, conveyors, land mines, deadly pyramids and the remote control objects: 240 in x and 247 in y.
SetPixelAdjustments 48957 LD HL,63472 Set the adjustments.
48960 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
The adjustments of 244 in x and 247 in y.
SetPixelAdjustments_F4F7 48962 LD HL,63476 Set the adjustments.
48965 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routines at HandleEggTop, HandlePlayerAppearing and HandleLastAppearingSparkle.
The adjustments of the top of a broken egg and of the sparkles while the player appears: 244 in x and 248 in y.
SetPixelAdjustments_Appearing 48967 LD HL,63732 Set the adjustments.
48970 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routines at HandleSocket, HandlePlayerLegs and HandleTurningLegs.
The adjustments of the legs of the player and of a socket: 240 in x and 249 in y.
SetPixelAdjustments_Legs 48972 LD HL,63984 Set the adjustments.
48975 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
The adjustments of wall object 13: 244 in x and 249 in y.
SetPixelAdjustments_Wall_0D 48977 LD HL,63988 Set the adjustments.
48980 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routine at HandleFatTopBlock.
The adjustments of a block which is fat at the top: 240 in x and 250 in y.
SetPixelAdjustments_FatTop 48982 LD HL,64240 Set the adjustments.
48985 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routines at HandleClockworkMouse, HandleMouseSecondPart, HandleCircuitMouse and HandleBouncingMouse.
The adjustments of a mouse: 244 in x and 250 in y.
SetPixelAdjustments_Mouse 48987 LD HL,64244 Set the adjustments.
48990 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routines at HandleValveGhost, HandleValveGhostSparkle, HandlePlacedValve and HandleValve.
The adjustments of a valve and of its ghost: 244 in x and 251 in y.
SetPixelAdjustments_Valve 48992 LD HL,64500 Set the adjustments.
48995 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
The adjustments of wall object 15: 248 in x and 251 in y.
SetPixelAdjustments_Wall_0F 48997 LD HL,64504 Set the adjustments.
49000 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
The adjustments of sparkles, domes, a broken egg and a cryonaut: 244 in x and 252 in y.
SetPixelAdjustments_Sparkle 49002 LD HL,64756 Set the adjustments.
49005 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
This entry point is used by the routine at HandlePlayerTop.
The adjustments of the top half of the player: 240 in x and 253 in y.
SetPixelAdjustments_PlayerTop 49007 LD HL,65008 Set the adjustments.
49010 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
The adjustments of wall object 14: 252 in x and 253 in y.
SetPixelAdjustments_Wall_0E 49012 LD HL,65020 Set the adjustments.
This entry point is used by the routines at HandleFarArch and HandleNearArch.
Store the adjustments in the object.
SetPixelAdjustments_Store 49015 LD (IX+18),L Set the pixel adjustments of the object.
49018 LD (IX+19),H
49021 RET Return.
This entry point is used by the routine at HandleExtraLife.
The adjustments of an extra life: 248 in x and 254 in y.
SetPixelAdjustments_ExtraLife 49022 LD HL,65272 Set the adjustments.
49025 JR SetPixelAdjustments_Store Jump to SetPixelAdjustments_Store.
View the equivalent code in;
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