Norbert wrote:Small addition for section 9.1 ("Falling Tiles").
That's
check_fall_flo() in SDLPoP.
Norbert wrote:If there is no room above room 16 or 23, then tiles in the bottom row will be triggered instead.
That's because the game tries to use room 0, but
get_room_address() keeps using the last used room in that case.
Norbert wrote:Loose tiles are a little different: they make noise and disappear, but visually they remain stuck halfway their animation until the prince re-enters the room.
The rest of the game uses room 0, that's why those loose floors won't land anywhere.
And I think that's why their original place doesn't get redrawn until you reenter the room (or use Shift+B).
They will appear falling near the top of the screen, but only if there is some room below the current room.
draw_mob() shows why this happens: room is 0, and room == room_B has to be false (a room is below) but room == room_A has to be true (no room is above).
Also, in some mods I saw some loose floors that fell into room 0 flashing in other rooms. Maybe that's why.