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9C3B: Handle respawn
Used by the routine at 9F5F.
9C3B INC HL Increment address of tile type buffer
9C3C LD A,($A0BB) Jump forward if Rex is facing right
9C3F OR A
9C40 JP Z,$9C45
9C43 DEC HL Rex is facing left, decrement address into til type buffer to check for tile type
9C44 DEC HL
9C45 LD A,(HL) Return if tile type is not respawn
9C46 CP $07
9C48 RET NZ
9C49 LD DE,$D805 Set DE to point to respawn sound data
9C4C LD A,($D83A) Configure sound channel and mixer register if sound channel 2 is free
9C4F CP $FF
9C51 CALL Z,$D5E7
9C54 CALL $A5B7 Update graphic data of respawn indicators
9C57 LD A,($A0B6) Return if x-position of Rex bits 2-0 is not 2
9C5A AND $07
9C5C CP $02
9C5E RET NZ
save respawn point
9C5F LD A,($A0B6) Save fixed grid x-position of Rex into A059
9C62 AND $F8
9C64 LD ($A059),A
9C67 LD A,($A0B7) Save fixed grid y-position of Rex into A05A
9C6A AND $F8
9C6C LD ($A05A),A
9C6F LD A,($A0B8) Save room number into A05B
9C72 LD ($A05B),A
9C75 RET
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