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Routines |
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Used by the routine at Dispatch_Narrow_Entity_Approach.
Wave start animation countdown. Each frame advances the intro sprite animation, dispatches the entity list, and refreshes the colour bar. When Wave_Start_Delay reaches zero, draws the closing sprite and transfers to Main_Loop_Frame.
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| Animate_Wave_Start_Sequence | CEB9 | CALL Animate_Wave_Start_Sprites | Advance the wave start sprite animation by one step. | |
| CEBC | LD HL,$6100 | Point to the entity list at Entity_List_Base. | ||
| CEBF | CALL DispatchWordFromHL | Run each entity's per-frame update handler. | ||
| CEC2 | LD A,($C533) | Decrement the wave start delay at Wave_Start_Delay and jump to Animate_Wave_Start_Sequence_Complete when the countdown reaches zero. | ||
| CEC5 | DEC A | |||
| CEC6 | LD ($C533),A | |||
| CEC9 | JP Z,Animate_Wave_Start_Sequence_Complete | |||
| CECC | CALL UpdateAttributeBar | Refresh the colour bar. | ||
| CECF | JP Animate_Wave_Start_Sequence | Loop back to Animate_Wave_Start_Sequence for the next animation frame. | ||
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Countdown expired; draw the closing intro sprite and transfer to the main game loop.
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| Animate_Wave_Start_Sequence_Complete | CED2 | LD HL,$C4D3 | Load the closing intro sprite. | |
| CED5 | EXX | Set the closing sprite draw colour. | ||
| CED6 | LD B,$47 | |||
| CED8 | EXX | |||
| CED9 | CALL Draw_Entity_Sprite | Draw the closing intro sprite. | ||
| CEDC | JP Main_Loop_Frame | Jump to the main game loop frame at Main_Loop_Frame. | ||
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