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Routines |
| Prev: A609 | Up: Map | Next: A630 |
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Handles the player while they are lying down after touching a yellow orchid (sprite IDs 43 and 47 see HandlerYellowOrchid). Once the orchid effect timer in OrchidEffectTimer has run out the player is turned back into a walking Sabreman (sprite IDs 10 to 17).
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| HandlerYellowOrchid_StandUp | A61B | CALL StoreEntity | Remember the previous position of the player. | |||||
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This entry point is used by the routine at HandlerYellowOrchid.
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| HandlerYellowOrchid_StandUp_CountDown | A61E | CALL HandlerOrchidTimer | Count down the orchid effect. | |||||
| A621 | JR NZ,HandlerYellowOrchid_StandUp_Skip | Jump to HandlerYellowOrchid_StandUp_Skip if the orchid effect has not yet run out. | ||||||
| A623 | LD A,(IX+$00) | Fetch the sprite ID of the player. | ||||||
| A626 | AND %00000111 | Keep only bits 0-2. | ||||||
| A628 | OR %00010000 | Set bit 4, giving a Sabreman sprite ID of 10 to 17. | ||||||
| A62A | LD (IX+$00),A | Set the new sprite ID of the player. | ||||||
| HandlerYellowOrchid_StandUp_Skip | A62D | JP GamePlay_Display | Jump to GamePlay_Display. | |||||
| Prev: A609 | Up: Map | Next: A630 |