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Routines |
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| 33593 | LD A,(65532) | If call-lift-enabled flag is not set... | ||
| 33596 | BIT 7,A | ... | ||
| 33598 | JP Z,27189 | ...then jump into main game loop (process keyboard input and move Magic Knight, enter menus or execute other command) | ||
| 33601 | CALL 38075 | Play upward scale sound | ||
| 33604 | CALL 37654 | Print command summary window at bottom of screen | ||
| 33607 | LD DE,51271 | Point DE to "CALL LIFT" text... | ||
| 33610 | CALL 38693 | ...and print in command summary window at bottom of screen | ||
| 33613 | CALL 38725 | Display execute / reject command window and return if execute chosen, else exit | ||
| 33616 | CALL 33770 | Set the lift as not being at any floor at all | ||
| 33619 | LD A,(65529) | Load A with Magic Knight's current room | ||
| 33622 | DEC A | Decrease index by one... | ||
| 33623 | RRCA | ...divide by eight... | ||
| 33624 | RRCA | ... | ||
| 33625 | RRCA | ... | ||
| 33626 | AND 7 | ...and leave number 0-7 (0=Roof, 1=4th Floor, ..., 6=Basement) | ||
| 33628 | LD (23382),A | Update light on lift control panel to show current floor | ||
| 33631 | LD A,(65529) | Load A with Magic Knight's current room... | ||
| 33634 | ADD A,A | ...and double the value | ||
| 33635 | LD HL,41711 | Point HL at room connectivity data table | ||
| 33638 | LD E,A | Load double the room number into DE... | ||
| 33639 | LD D,0 | ... | ||
| 33641 | ADD HL,DE | Add DE to HL as offset so HL now points to room connectivity entry for current room | ||
| 33642 | LD (HL),D | Set left-hand exit of current room to lead to the lift | ||
| 33643 | LD A,(65529) | Set the right-hand exit of "the lift" screen to be Magic Knight's current room | ||
| 33646 | LD (41712),A | ... | ||
| 33649 | CALL 38175 | Play "LIFT HAS ARRIVED" sound | ||
| 33652 | LD A,(23410) | Reset Magic-Knight-can't-move-left temporary-movement flag, as the room's left exit has opened... | ||
| 33655 | AND 2 | ... | ||
| 33657 | LD (23410),A | ... | ||
| 33660 | JP 34544 | Display "THE LIFT IS HERE" window | ||
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