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Routines |
| Prev: A253 | Up: Map | Next: A299 |
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Step the 10 debris particles at Debris_Particles, repeating until none of them is still moving (DebrisCount is zero).
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| AnimatePickupDebris | A272 | XOR A | Write 00 to DebrisCount. | |
| A273 | LD ($5E69),A | |||
| A276 | LD A,($5E7B) | Fetch Debris_Pitch. | ||
| A279 | DEC A | Decrease it by one. | ||
| A27A | LD ($5E7B),A | Write it back. | ||
| A27D | CALL SoundsDebris | Call SoundsDebris. | ||
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Step each of the 10 debris particles in turn.
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| A280 | LD IX,$AA4B | IX=Debris_Particles. | ||
| A284 | LD B,$10 | Set a particle counter in B for 10 loops. | ||
| AnimatePickupDebris_CallParticle | A286 | PUSH BC | Stash the particle counter on the stack. | |
| A287 | CALL MoveDebrisParticle | Call MoveDebrisParticle. | ||
| A28A | LD BC,$0005 | Set the step to the next particle in BC to 0005. | ||
| A28D | ADD IX,BC | Move onto the next particle. | ||
| A28F | POP BC | Restore the particle counter from the stack. | ||
| A290 | DJNZ AnimatePickupDebris_CallParticle | Decrease the particle counter by one and loop back to AnimatePickupDebris_CallParticle until all 10 have moved. | ||
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Go round again while particles are still moving, else return.
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| A292 | LD A,($5E69) | Fetch DebrisCount. | ||
| A295 | AND A | Jump back to AnimatePickupDebris if any particles remain. | ||
| A296 | JR NZ,AnimatePickupDebris | |||
| A298 | RET | Return. | ||
| Prev: A253 | Up: Map | Next: A299 |