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6639: Handle Monster Rising
State 00 of the monster; it moves up one pixel at a time until it has come out of the dustbin.
Input
IX Actor
HandleMonster_Rising 6639 LD A,(IX+$02) Fetch the vertical co-ordinate.
663C DEC A Raise the monster by one pixel.
663D CP $A0 Jump to HandleMonster_StartWait if the monster has come out of the dustbin.
663F JR C,HandleMonster_StartWait
This entry point is used by the routine at HandleMonster_Falling.
HandleMonster_Move 6641 LD (IX+$02),A Update the vertical co-ordinate.
This entry point is used by the routine at HandleMonster_Waiting.
HandleMonster_Draw 6644 CALL DisplayEntity Erase the sprite and draw it in its new position using DisplayEntity.
6647 JP ColourSprite Jump to ColourSprite to colour the sprite.
Start the pause while the monster is out of the dustbin.
HandleMonster_StartWait 664A LD (IX+$07),$10 Write 10 to byte 07 of the actor (the timer).
This entry point is used by the routine at HandleMonster_Waiting.
HandleMonster_NextState 664E INC (IX+$06) Increase the actor state by one.
6651 JR HandleMonster_Draw Jump to HandleMonster_Draw.
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