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Routines |
| Prev: 98B2 | Up: Map | Next: 98D5 |
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Used by the routines at Draw_Room, Handle_Sabreman_On_Rope, Handle_Sabreman_Walking, Handle_Sabreman_Jumping, Handle_Sabreman_Falling, Handle_Sabreman_Tumbling, Lower_Rope, Set_Up_Rope, Set_Up_Room_Objects, Handle_Flying_Creature, Handle_Jellyfish, Move_Thrown_Weapon, Handle_Falling_Stalactite, Move_Distant_Bubble, Handle_Bubble, Handle_Carrying_Eagle, Handle_Carried_Sabreman, Handle_Weapon_Pickup, Handle_Distant_Weapon, Start_Tumbling_Inside_Walls and Handle_Gargoyle.
Reads the world map entry of the room that the object at IX is in. The first byte of an entry is made up of eight flags that say which parts of the frame of the room are present (see Draw_Room).
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| Read_World_Map | 98CC | PUSH HL | Stash HL on the stack. | |||||||||||
| 98CD | CALL Find_World_Map_Address | Find the address of the entry. | ||||||||||||
| 98D0 | LD E,(HL) | Fetch the first byte of the entry. | ||||||||||||
| 98D1 | INC HL | Move on to the second byte. | ||||||||||||
| 98D2 | LD D,(HL) | Fetch the second byte of the entry. | ||||||||||||
| 98D3 | POP HL | Restore HL from the stack. | ||||||||||||
| 98D4 | RET | Return. | ||||||||||||
| Prev: 98B2 | Up: Map | Next: 98D5 |