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CEB9: Animate Wave Start Sequence
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.
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 ($C533),A
CEC9 JP Z,Animate_Wave_Start_Sequence_Complete
CECC CALL UpdateAttributeBar Refresh the colour bar.
CECF JP Animate_Wave_Start_Sequence Loop back to Animate_Wave_Start_Sequence for the next animation frame.
Countdown expired; draw the closing intro sprite and transfer to the main game loop.
Animate_Wave_Start_Sequence_Complete CED2 LD HL,$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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