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F4EC: Attract Mode Loop
Used by the routines at GameEntryPoint and Display_High_Score_Entry_Screen.
Clears the playfield, sets the background colour to INK: YELLOW, PAPER: BLACK (BRIGHT) , draws the title screen layout, and loads the strip blit parameters, then counts down 32 frames. Each frame checks for BREAK, S key and tape key presses, advances the title animation and colour cycle, then jumps to the high score entry screen at Display_High_Score_Entry_Screen when the counter reaches zero.
Attract_Mode_Loop F4EC CALL ClearScreenBuffer Clear the playfield and reset sprite state via ClearScreenBuffer.
F4EF LD A,$46 Call SetBackgroundColour using INK: YELLOW, PAPER: BLACK (BRIGHT) .
F4F1 CALL SetBackgroundColour
F4F4 CALL DrawIntroSprites Draw the title screen layout via DrawIntroSprites.
F4F7 CALL DrawAttractTitle Load the title strip blit parameters via DrawAttractTitle.
F4FA LD A,$32 Initialise the attract mode frame counter to 32.
Attract_Mode_Frame_Loop F4FC LD ($C4F8),A Write the frame counter to *Attract_Frame_Counter.
F4FF CALL CheckBreakKey Check for the BREAK key combination via CheckBreakKey.
F502 CALL Check_S_Key_During_Display Check for the S key via Check_S_Key_During_Display.
F505 CALL Save_Or_Load_High_Scores Check for tape save/load keys (J/L) via Save_Or_Load_High_Scores.
F508 CALL Check_Any_Key_During_Display Restart the high score display if any key is held via Check_Any_Key_During_Display.
F50B CALL AnimateIntroSprites Advance the title screen animation frame via AnimateIntroSprites.
F50E CALL Advance_Colour_Cycle Advance the title screen colour cycle via Advance_Colour_Cycle.
F511 CALL Advance_Intro_Colour_Cycle Step the attribute colour ring via Advance_Intro_Colour_Cycle.
F514 LD A,($C4F8) Load the attract mode frame counter from *Attract_Frame_Counter.
F517 DEC A Decrement the attract mode frame counter.
F518 JR NZ,Attract_Mode_Frame_Loop Loop back to Attract_Mode_Frame_Loop until the counter reaches zero.
F51A JP Display_High_Score_Entry_Screen Jump to the high score entry screen at Display_High_Score_Entry_Screen.
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