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Routines |
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The handler for the player (sprite ID 67) while a life is being lost, which is set up by LoseLife. This is the opposite of HandlerPlayerAppearing, with the number of rows at offset 06 starting at the height of the sprite. On three frames out of four the row is drawn again (which erases it) by HandlerPlayerAppearing_DrawRow and the number is decreased. After the last row a tombstone is made by MakeTombstone and the next life is set up by PreparePlayer.
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| HandlerPlayerVanishing | 8D45 | LD A,($5C78) | Fetch FRAMES. | |||||
| 8D48 | AND %00000011 | Keep only bits 0-1. | ||||||
| 8D4A | JR Z,HandlerPlayerAppearing_Colour | Jump to HandlerPlayerAppearing_Colour if this is every fourth frame. | ||||||
| 8D4C | DEC (IX+$06) | Decrease the number of rows at offset 06. | ||||||
| 8D4F | JP M,HandlerPlayerVanishing_Finish | Jump to HandlerPlayerVanishing_Finish if all the rows have gone. | ||||||
| 8D52 | LD A,(IX+$07) | Fetch the sprite ID of the player from offset 07. | ||||||
| 8D55 | CALL FetchSprite | Call FetchSprite to get the address of the sprite data. | ||||||
| 8D58 | JP HandlerPlayerAppearing_DrawRow | Jump to HandlerPlayerAppearing_DrawRow to draw the row of the sprite. | ||||||
| HandlerPlayerVanishing_Finish | 8D5B | CALL MakeTombstone | Call MakeTombstone to make the tombstone. | |||||
| 8D5E | JP PreparePlayer | Jump to PreparePlayer to set up the next life. | ||||||
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