; IN PROGRESS 28th July 2020 WIZKIL C $BC39 ... C $B4CF Point HL at cursor position of the KILLED WIZARD!!!! C $B4D2 Load object code of the brutally murdered wizard into A. C $B4D1 [XOR H is not in the debugger...!] C $B4D2 Subtract 41 to get player number associated with the BUTCHERED VICTIM and store in #R$AC00 C $B4D8 Set object code to 0 - GANDALF, NOOOOOO!!!! C $B4DA Load HL with the address of the modifier for this wizard. C $B4E1 Set bit 4 to show this wizard, sadly, is NO MORE.... C $B4E3 Point HL into #R$E340. C $B4EA Copy the byte from the #R$E340 to #R$E01F. "???" C $B4EF Update map 1's empty slots, animation frames & draw border. C $B4F2 Wait for an intterupt. C $B4F3 Disable interrupts. C $B4F4 Play #R$C2C5. C $B4FA [Now all of the wizard's creations get canned, with the WOOP_D animation on each] C $B60A Return.