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7224: Handle non-activated object
Processes objects that haven't been activated yet. Routes balloons to jp_operate_viewport_slots. For helicopters, the blade animation requires both renderers to alternate every tick: on odd ticks calls animate_object (rotor sprite), on even ticks falls through to render_ship_or_helicopter (body sprite). Active helicopters dispatch the opposite way (even → rotor, odd → body via operate_ship_or_helicopter), so the blade animation runs regardless of activation state.
Input
B Y position
C X position
D Object definition byte
handle_inactive_object 7224 LD A,D If object is OBJECT_BALLOON, jump to jp_operate_viewport_slots.
7225 CP $06
7227 JP Z,jp_operate_viewport_slots
722A LD A,($5EEF) Animate on odd ticks only.
722D AND $01
722F CP $01
7231 JP Z,animate_object
7234 LD A,D If helicopter (REG or ADV), store position and continue to render_ship_or_helicopter.
7235 AND $07
7237 CP $01
7239 JP Z,store_and_continue_ship
723C CP $03
723E JP NZ,operate_viewport_slots Not a helicopter: return to main loop.
store_and_continue_ship 7241 LD ($8B0A),BC Helicopters store position and jump to render_ship_or_helicopter.
7245 JP render_ship_or_helicopter
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