![]() |
Routines |
| Prev: F488 | Up: Map | Next: F51D |
|
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. | ||
| Prev: F488 | Up: Map | Next: F51D |