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Routines |
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Rather than use item properties, the game just has separate objects that don't exist until an action is performed.
An example is:
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TransformItem | AF1E | LD A,B | A=B. | |||||||||||||
AF1F | CALL $AED1 | Call AED1. | ||||||||||||||
AF22 | PUSH BC | Stash BC and AF on the stack. | ||||||||||||||
AF23 | PUSH AF | |||||||||||||||
AF24 | LD C,$00 | C=00. | ||||||||||||||
AF26 | CALL $AF08 | Call AF08. | ||||||||||||||
AF29 | POP AF | Restore AF and BC from the stack. | ||||||||||||||
AF2A | POP BC | |||||||||||||||
AF2B | LD B,C | B=C. | ||||||||||||||
AF2C | LD C,A | C=A. | ||||||||||||||
AF2D | CALL $AF08 | Call AF08. | ||||||||||||||
AF30 | RET | Return. |
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