Prev: 49345 Up: Map Next: 49498
49415: Reset various room-based game data ready for a new room
Used by the routine at 55818.
The jump here from 55882 occurs when Maroc moves room - either that or this routine follows the previous one, when Maroc has either started a new game or run out of energy, and ends up in the start room.
49415 LD HL,0
49418 LD (60150),HL Reset vertical room position (pixel) to zero
49421 LD (60152),HL Reset horizontal room position (4-pixel/half-character steps) to zero
49424 LD A,0
49426 LD (60146),A Flag indicating if a warlock/demon has appeared in the room
49429 LD (60337),A Servant object-carrying-status byte (0 = no object carried)
49432 LD (60080),A Reset room number (buffer byte) - indicates all items in previous room now dealt with
49435 LD (60305),A Reset number of creature-launched missiles in the current room
49438 LD (60307),A Reset missile number (in table at 27868)
49441 LD (60306),A Number of missiles fired by Maroc = 0
49444 LD (60568),A Number of Maroc's active missiles (buffer byte) = 0
49447 LD (60333),A Warlock's 'aggression' byte (byte 6 of warlock's data at 27772) = 0 (as there's no warlock)
49450 LD (60164),A Maroc's horizontal movement speed (0 = not moving)
49453 LD (60165),A Maroc's vertical movement speed (0 = not moving)
49456 LD (60074),A Game cycle/creature pursue counter = 0
49459 LD (60075),A Maroc's sprite's horizontal facing direction, set when Maroc enters a new room
49462 LD (60076),A Maroc's sprite's vertical facing direction, set when Maroc enters a new room
49465 LD HL,(60268) Pointer to room item event data sets at 32691
49468 LD (HL),255 Set end-of-data byte at start of this data as no room event/collision checks have been identified yet
49470 LD (60077),HL
49473 LD HL,(60255) Pointer to data set before flipped graphic data at 32819
49476 LD (60143),HL Copy into game data store (this data is unused)
49479 LD (HL),255 Set end-of-data byte at start of this data set
49481 LD HL,(60257) Address pointer to end of this data set (32819)
49484 LD (60253),HL Copy into game data store
49487 LD A,1 Graphics frame offset (n-1) for frames/mirrored graphics ( = 0 = no frame offset)
49489 LD (60240),A
49492 LD HL,(56046) Pointer to start of room item data sets at 31744.
49495 LD (60094),HL Copy into game data store
Prev: 49345 Up: Map Next: 49498