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Routines |
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Switch to the flying frames, apply upward thrust and lift Jetman three pixels.
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Decrease to the 0-based sprite index, reset bit 3 to switch from walking to flying frames, then write the 1-based ID back.
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| LaunchJetman | 36869 | LD A,(IX+0) | Fetch the actor type. | |||||
| 36872 | DEC A | Decrease it to a 0-based sprite index. | ||||||
| 36873 | RES 3,A | Reset the walking-frame bit. | ||||||
| 36875 | INC A | Restore the 1-based sprite ID. | ||||||
| 36876 | LD (IX+0),A | Write it back to *IX+0. | ||||||
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240 is a signed -16 upward thrust. Lift Jetman three pixels off the ground line.
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| 36879 | LD A,240 | Write 240 to the vertical thrust. | ||||||
| 36881 | LD (IX+6),A | |||||||
| 36884 | DEC (IX+4) | Decrease Jetman's Y position by three. | ||||||
| 36887 | DEC (IX+4) | |||||||
| 36890 | DEC (IX+4) | |||||||
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Draw the flying sprite and continue the movement handler.
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| 36893 | JP Handler_JetmanMovement_Draw | Jump to Handler_JetmanMovement_Draw. | ||||||
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