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Routines |
| Prev: B2A2 | Up: Map | Next: B2F9 |
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Turn Jetman into the dying type (DC) and bounce him away, then continue into HideDistantObjects.
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| TickThenExplode_KillJetman | B2D7 | LD DE,$B9E7 | DE=B9E7. | |||||
| B2DA | CALL QueueTune | Call QueueTune. | ||||||
| B2DD | LD HL,$6078 | HL=Jetman_Slot. | ||||||
| B2E0 | LD (HL),$DC | Write DC as Jetman's type. | ||||||
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Pick the bounce direction from the actor screen column.
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| B2E2 | LD HL,$607D | HL=Jetman_Speed. | ||||||
| B2E5 | LD A,(IX+$01) | Fetch the actor screen column. | ||||||
| B2E8 | CP $78 | Jump to BounceJetmanRight if it is less than 78. | ||||||
| B2EA | JR C,BounceJetmanRight | |||||||
| B2EC | LD (HL),$C0 | Write C0 as Jetman's speed. | ||||||
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Set Jetman's thrust, then write 06 into two bytes of his slot.
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| TickThenExplode_Loop | B2EE | INC HL | Move onto Jetman's thrust. | |||||
| B2EF | LD (HL),$01 | Write 01 as Jetman's thrust. | ||||||
| B2F1 | LD HL,$608A | HL=608A. | ||||||
| B2F4 | LD (HL),$06 | Write 06. | ||||||
| B2F6 | INC HL | Move onto the next byte. | ||||||
| B2F7 | LD (HL),$06 | Write 06. | ||||||
| Prev: B2A2 | Up: Map | Next: B2F9 |