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Routines |
| Prev: A272 | Up: Map | Next: A2CF |
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Play the briefing tune and burst debris around Jetman, then rebuild the play area at the new position and rejoin the actor loop at StartGame_DispatchActor. This sets TeleportRestore, so that FinishTeleport finishes the teleport.
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| StartTeleport | A299 | DI | Disable interrupts. | |
| A29A | LD DE,$BA2A | DE=Tune_Briefing. | ||
| A29D | CALL QueueTune | Call QueueTune. | ||
| A2A0 | RST $38 | Call the ROM interrupt routine at MASK-INT. | ||
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Run the first debris burst.
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| A2A1 | XOR A | Write 00 to Debris_Pitch. | ||
| A2A2 | LD ($5E7B),A | |||
| A2A5 | CALL FillPickupDebris | Call FillPickupDebris. | ||
| A2A8 | CALL AnimatePickupDebris | Call AnimatePickupDebris. | ||
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Redraw Jetman's sprite, then run another debris burst.
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| A2AB | LD IX,$6078 | IX=Jetman_Slot. | ||
| A2AF | CALL DrawCachedSprite | Call DrawCachedSprite. | ||
| A2B2 | CALL FillPickupDebris | Call FillPickupDebris. | ||
| A2B5 | CALL AnimatePickupDebris | Call AnimatePickupDebris. | ||
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Reset the laser beam slots and sprite caches, redraw the play area and rejoin the actor loop.
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| A2B8 | CALL Handler_ResetLaserBeamSlots | Call Handler_ResetLaserBeamSlots. | ||
| A2BB | LD A,$01 | Write 01 to TeleportRestore. | ||
| A2BD | LD ($5E68),A | |||
| A2C0 | CALL ClearSpriteCaches | Call ClearSpriteCaches. | ||
| A2C3 | CALL MessageTeleporting | Call MessageTeleporting. | ||
| A2C6 | CALL BlankPlayArea | Call BlankPlayArea. | ||
| A2C9 | CALL DrawTerrain | Call DrawTerrain. | ||
| A2CC | JP StartGame_DispatchActor | Jump to StartGame_DispatchActor. | ||
| Prev: A272 | Up: Map | Next: A2CF |