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9D2D: Handle respawn
Used by the routine at A0F8.
9D2D INC HL Increment address of tile type buffer
9D2E LD A,($A254) Jump forward if Rex is facing right
9D31 OR A
9D32 JP Z,$9D37
9D35 DEC HL Rex is facing left, decrement address into til type buffer to check for tile type
9D36 DEC HL
9D37 LD A,(HL) Return if tile type is not respawn
9D38 CP $07
9D3A RET NZ
9D3B LD DE,$D59D Set DE to point to respawn sound data
9D3E LD A,($D5D2) Configure sound channel and mixer register if sound channel 2 is free
9D41 CP $FF
9D43 CALL Z,$D37F
9D46 CALL $A740 Update graphic data of respawn indicators
9D49 LD A,($A24F) Return if x-position of Rex bits 2-0 is not 2
9D4C AND $07
9D4E CP $02
9D50 RET NZ
save respawn point
9D51 LD A,($A24F) Save fixed grid x-position of Rex into A1F2
9D54 AND $F8
9D56 LD ($A1F2),A
9D59 LD A,($A250) Save fixed grid y-position of Rex into A1F3
9D5C AND $F8
9D5E LD ($A1F3),A
9D61 LD A,($A251) Save room number into A1F4
9D64 LD ($A1F4),A
9D67 RET
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