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Routines |
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Handles the player while they are lying down after touching a yellow orchid (sprite IDs 67 and 71 see HandlerYellowOrchid). Once the orchid effect timer in OrchidEffectTimer has run out the player is turned back into a walking Sabreman (sprite IDs 16 to 23).
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| HandlerYellowOrchid_StandUp | 42523 | 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 | 42526 | CALL HandlerOrchidTimer | Count down the orchid effect. | |||||
| 42529 | JR NZ,HandlerYellowOrchid_StandUp_Skip | Jump to HandlerYellowOrchid_StandUp_Skip if the orchid effect has not yet run out. | ||||||
| 42531 | LD A,(IX+0) | Fetch the sprite ID of the player. | ||||||
| 42534 | AND %00000111 | Keep only bits 0-2. | ||||||
| 42536 | OR %00010000 | Set bit 4, giving a Sabreman sprite ID of 16 to 23. | ||||||
| 42538 | LD (IX+0),A | Set the new sprite ID of the player. | ||||||
| HandlerYellowOrchid_StandUp_Skip | 42541 | JP GamePlay_Display | Jump to GamePlay_Display. | |||||
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