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Routines |
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Used by the routine at UpdateFlower.
The flower has grown to the top of the play area. This turns the flower into a blooming flower, then removes every other object (Robbie, the spray can, the weapons, the leaves, the bugs and the explosion).
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| StartFlowerBloom | 668E | LD (IX+$00),$13 | Write 13 (the flower in bloom) to IX+00. | |||||
| 6692 | LD (IX+$04),$00 | Write 00 to IX+04 (the first stage of blooming). | ||||||
| 6696 | LD B,$04 | Set the object counter to 04. | ||||||
| 6698 | LD HL,$5E6C | HL=State_Robbie_Active (Robbie, the spray can and the weapons). | ||||||
| 669B | CALL SetObjectInactive | Set the objects inactive using SetObjectInactive. | ||||||
| 669E | LD B,$0B | Set the object counter to 0B. | ||||||
| 66A0 | LD HL,$5E94 | HL=Leaf_1_State (the leaves, the bugs and the explosion). | ||||||
| 66A3 | JP SetObjectInactive | Jump to SetObjectInactive to set the objects inactive (which returns to the caller). | ||||||
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