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C107: Reset various room-based game data ready for a new room
Used by the routine at DA0A.
The jump here from DA4A 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.
C107 LD HL,$0000
C10A LD ($EAF6),HL Reset vertical room position (pixel) to zero
C10D LD ($EAF8),HL Reset horizontal room position (4-pixel/half-character steps) to zero
C110 LD A,$00
C112 LD ($EAF2),A Flag indicating if a warlock/demon has appeared in the room
C115 LD ($EBB1),A Servant object-carrying-status byte (0 = no object carried)
C118 LD ($EAB0),A Reset room number (buffer byte) - indicates all items in previous room now dealt with
C11B LD ($EB91),A Reset number of creature-launched missiles in the current room
C11E LD ($EB93),A Reset missile number (in table at 6CDC)
C121 LD ($EB92),A Number of missiles fired by Maroc = 0
C124 LD ($EC98),A Number of Maroc's active missiles (buffer byte) = 0
C127 LD ($EBAD),A Warlock's 'aggression' byte (byte 6 of warlock's data at 6C7C) = 0 (as there's no warlock)
C12A LD ($EB04),A Maroc's horizontal movement speed (0 = not moving)
C12D LD ($EB05),A Maroc's vertical movement speed (0 = not moving)
C130 LD ($EAAA),A Game cycle/creature pursue counter = 0
C133 LD ($EAAB),A Maroc's sprite's horizontal facing direction, set when Maroc enters a new room
C136 LD ($EAAC),A Maroc's sprite's vertical facing direction, set when Maroc enters a new room
C139 LD HL,($EB6C) Pointer to room item event data sets at 7FB3
C13C LD (HL),$FF Set end-of-data byte at start of this data as no room event/collision checks have been identified yet
C13E LD ($EAAD),HL
C141 LD HL,($EB5F) Pointer to data set before flipped graphic data at 8033
C144 LD ($EAEF),HL Copy into game data store (this data is unused)
C147 LD (HL),$FF Set end-of-data byte at start of this data set
C149 LD HL,($EB61) Address pointer to end of this data set (8033)
C14C LD ($EB5D),HL Copy into game data store
C14F LD A,$01 Graphics frame offset (n-1) for frames/mirrored graphics ( = 0 = no frame offset)
C151 LD ($EB50),A
C154 LD HL,($DAEE) Pointer to start of room item data sets at 7C00.
C157 LD ($EABE),HL Copy into game data store
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