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Routines |
| Prev: B339 | Up: Map | Next: B37B |
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Decrease *IX+12, apply speed, and redraw the actor.
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Reload the frame timer, or apply speed and redraw.
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| TickActorFrame | B33D | DEC (IX+$12) | Jump to TickActorFrame_ApplyMotion if the frame timer is not zero. | |||||
| B340 | JR NZ,TickActorFrame_ApplyMotion | |||||||
| B342 | LD A,(IX+$13) | Fetch *IX+13. | ||||||
| B345 | LD (IX+$12),A | Reload the frame timer. | ||||||
| B348 | INC (IX+$06) | Increase the actor thrust by one. | ||||||
| B34B | LD A,(IX+$05) | Fetch the actor speed. | ||||||
| B34E | AND A | Jump to TickActorFrame_ApplyMotion if the speed is zero. | ||||||
| B34F | JR Z,TickActorFrame_ApplyMotion | |||||||
| B351 | JP P,TickActorFrame_DecreaseSpeed | Jump to TickActorFrame_DecreaseSpeed if the speed is positive. | ||||||
| B354 | INC A | Increase the speed by two. | ||||||
| B355 | INC A | |||||||
| TickActorFrame_DecreaseSpeed | B356 | DEC A | Decrease the speed by one. | |||||
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Apply the speed, then drop the actor by its thrust.
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| TickActorFrame_ApplyMotion | B357 | CALL ApplyJetmanSpeed | Call ApplyJetmanSpeed. | |||||
| B35A | LD A,(IX+$04) | Fetch the actor Y. | ||||||
| B35D | ADD A,(IX+$06) | Add the thrust. | ||||||
| B360 | CP $AF | Jump to ExplodeAtGround if the actor has reached the ground line. | ||||||
| B362 | JR NC,ExplodeAtGround | |||||||
| B364 | LD (IX+$04),A | Write the new Y. | ||||||
| B367 | LD C,A | Stash it in C. | ||||||
| B368 | LD D,$03 | D=03. | ||||||
| B36A | CALL SquareWave_Loop | Call SquareWave_Loop. | ||||||
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Pick the dying frame from the frame counter and redraw.
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| B36D | LD A,($5E42) | Fetch GameTimer. | ||||||
| B370 | RRCA | Rotate it right once. | ||||||
| B371 | AND %00000011 | Keep only bits 0-1. | ||||||
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Sprite IDs begin at DC ("Jetman: Falling Frame 1").
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| B373 | ADD A,$DC | Add DC for the dying frames. | ||||||
| B375 | LD (IX+$00),A | Write it to the actor type. | ||||||
| B378 | JP DrawCurrentActor_Draw | Jump to DrawCurrentActor_Draw. | ||||||
| Prev: B339 | Up: Map | Next: B37B |