Data |
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Two frames, flickers around Maroc. For spells such as SHIELD, PROTECT and DEFENCE.
Active spell checked and barrier effect implemented in the routine at D4B2.
UNUSED
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A9E6 | DEFB $01,$00,$00,$01,$00 | |||
SHIELD BARRIER
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A9EB | DEFB %10000010 | Graphic properties | ||
SHIELD BARRIER - FRAME 1
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A9EC | DEFB $02 | Graphic consists of 2 tiles | ||
Shield barrier - frame 1 - left side
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A9ED | DEFB $F0 | Horizontal (X axis) pixel offset (-16 pixels) | ||
A9EE | DEFB $F0 | Vertical (Y axis) pixel offset (-16 pixels) | ||
A9EF | DEFB $18 | Graphic consists of 24 bytes | ||
A9F0 | DEFB $10,$20,$40,$30,$08,$10,$20,$10 | |||
A9F8 | DEFB $08,$1C,$04,$18,$20,$1C,$08,$10 | |||
AA00 | DEFB $20,$18,$10,$20,$18,$04,$08,$10 | |||
Shield barrier - frame 1 - right side
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AA08 | DEFB $0C | Horizontal (X axis) pixel offset (+12 pixels) | ||
AA09 | DEFB $F0 | Vertical (Y axis) pixel offset (-16 pixels) | ||
AA0A | DEFB $18 | Graphic consists of 24 bytes | ||
AA0B | DEFB $08,$10,$20,$18,$04,$18,$10,$20 | |||
AA13 | DEFB $18,$04,$08,$08,$04,$08,$10,$08 | |||
AA1B | DEFB $10,$20,$40,$38,$04,$08,$10,$20 | |||
SHIELD BARRIER - FRAME 2
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AA23 | DEFB $02 | Graphic consists of 2 tiles | ||
Shield barrier - frame 2 - left side
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AA24 | DEFB $F0 | Horizontal (X axis) pixel offset (-16 pixels) | ||
AA25 | DEFB $F0 | Vertical (Y axis) pixel offset (-16 pixels) | ||
AA26 | DEFB $18 | Graphic consists of 24 bytes | ||
AA27 | DEFB $10,$20,$10,$10,$08,$04,$18,$20 | |||
AA2F | DEFB $18,$04,$08,$10,$30,$08,$04,$18 | |||
AA37 | DEFB $20,$10,$08,$04,$18,$20,$18,$04 | |||
Shield barrier - frame 2 - right side
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AA3F | DEFB $0C | Horizontal (X axis) pixel offset (+12 pixels) | ||
AA40 | DEFB $F0 | Vertical (Y axis) pixel offset (-16 pixels) | ||
AA41 | DEFB $18 | Graphic consists of 24 bytes | ||
AA42 | DEFB $10,$08,$04,$08,$10,$20,$18,$04 | |||
AA4A | DEFB $04,$08,$10,$08,$04,$04,$08,$1C | |||
AA52 | DEFB $02,$04,$08,$04,$08,$10,$08,$04 |
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