goto loc_g_0D4C;
MovHighByte(&PlayField16[si], 0x50); // zonk rolls left
- Mov(&PlayField16[si - 1], 0x8888); // mark as zonk accessing?
+ PlayField16[si - 1] = 0x8888; // mark as zonk accessing?
return subAnimateZonks;
loc_g_0F00: // test if zonk may roll right
return subAnimateZonks;
MovHighByte(&PlayField16[si], 0x60); // zonk rolls right
- Mov(&PlayField16[si + 1], 0x8888); // mark as zonk accessing?
+ PlayField16[si + 1] = 0x8888; // mark as zonk accessing?
return subAnimateZonks;
loc_g_0F14: // Murphy dies, but not in any case