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Routines |
| Prev: C27D | Up: Map | Next: C2A5 |
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Handles the graphic numbers 60 to 66, which are the special objects that the player has to carry to the cauldron. An object that has just been dropped, or is moving, has its speed in X and Y cleared so that it falls straight down.
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Fall straight down if the object was dropped or is moving.
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| HandleSpecialObject | C28B | CALL SetPixelAdjustments_Sparkle | Set the pixel adjustments of a sparkle. | |||||
| C28E | CALL ApplyGravityAndMove | Apply gravity to the object and move it. | ||||||
| C291 | BIT 0,(IX+$0D) | Jump to HandleSpecialObject_Fall if the object has just been dropped. | ||||||
| C295 | JR NZ,HandleSpecialObject_Fall | |||||||
| C297 | CALL TestObjectMoving | Test whether the object is moving. | ||||||
| C29A | RET Z | Return if it is not. | ||||||
| HandleSpecialObject_Fall | C29B | RES 0,(IX+$0D) | Clear the flag that says the object has just been dropped. | |||||
| C29F | CALL MovePlayer_Stop | Clear the speeds in X and Y. | ||||||
| C2A2 | JP DrawMovingObject | Play the sound of a moving object and flag the object to be drawn again. | ||||||
| Prev: C27D | Up: Map | Next: C2A5 |