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668E: Start Flower Bloom
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).
Input
IX Flower object
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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