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Routines |
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The handler for a thrown axe, which has the sprite IDs 40 to 47. Picks the animation frame from FRAMES, sets the attribute and then runs the movement code that is shared by all of the weapons at HandlerWeapon.
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| HandlerAxe | 81DB | CALL StoreEntity | Call StoreEntity to save the position of the weapon. | |||||
| 81DE | LD A,($5C78) | Fetch FRAMES. | ||||||
| 81E1 | CPL | Invert the bits. | ||||||
| 81E2 | RRA | Rotate A right (the frame changes on every other tick). | ||||||
| 81E3 | AND %00000111 | Keep only bits 0-2 (there are 8 animation frames). | ||||||
| 81E5 | ADD A,$40 | Add 40 to point to the correct frame/ sprite ID (the axe base sprite ID is: 40). | ||||||
| 81E7 | LD (IX+$00),A | Write the new frame/ sprite ID back to the entity. | ||||||
| 81EA | LD (IX+$05),$42 | Set the attribute of the axe to INK:RED, PAPER:BLACK (BRIGHT). | ||||||
| 81EE | JR HandlerWeapon | Jump to HandlerWeapon to move the weapon. | ||||||
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