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Routines |
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The handler for the player (sprite ID 103) 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 6 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 | 36165 | LD A,(23672) | Fetch FRAMES. | |||||
| 36168 | AND %00000011 | Keep only bits 0-1. | ||||||
| 36170 | JR Z,HandlerPlayerAppearing_Colour | Jump to HandlerPlayerAppearing_Colour if this is every fourth frame. | ||||||
| 36172 | DEC (IX+6) | Decrease the number of rows at offset 6. | ||||||
| 36175 | JP M,HandlerPlayerVanishing_Finish | Jump to HandlerPlayerVanishing_Finish if all the rows have gone. | ||||||
| 36178 | LD A,(IX+7) | Fetch the sprite ID of the player from offset 7. | ||||||
| 36181 | CALL FetchSprite | Call FetchSprite to get the address of the sprite data. | ||||||
| 36184 | JP HandlerPlayerAppearing_DrawRow | Jump to HandlerPlayerAppearing_DrawRow to draw the row of the sprite. | ||||||
| HandlerPlayerVanishing_Finish | 36187 | CALL MakeTombstone | Call MakeTombstone to make the tombstone. | |||||
| 36190 | JP PreparePlayer | Jump to PreparePlayer to set up the next life. | ||||||
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