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Routines |
Prev: 28669 | Up: Map | Next: 28744 |
Used by the routine at GamePlayEntry.
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Controller for handling whether to action 1UP or 2UP score label.
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ScoreLabelFlash | 28704 | LD A,(24353) | A=ActivePlayer. | |
28707 | AND A | If the current player is 2UP then jump to FlashScoreLabel2UP. | ||
28708 | JR NZ,FlashScoreLabel2UP | |||
Flash 1UP score label.
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28710 | LD HL,24 | HL=000,024 (position of the 1UP score label). | ||
Set flash state for the 3-attributes of the score label.
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FlashText | 28713 | CALL AttributeAddress | Call AttributeAddress. | |
28716 | LD B,3 | B=3 (counter for the three letters in a score label). | ||
FlashText_Loop | 28718 | LD A,(HL) | Fetch the attribute byte. | |
28719 | OR %10000000 | Ensure bit 7 is set (the flash bit). | ||
28721 | LD (HL),A | Write the attribute byte back. | ||
28722 | INC HL | Increase the attribute pointer by one. | ||
28723 | DJNZ FlashText_Loop | Decrease counter by one and loop back to FlashText_Loop until counter is zero. | ||
28725 | RET | Return. | ||
Unset flash state for the 3-attributes of the score label.
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UnsetFlashText | 28726 | CALL AttributeAddress | Call AttributeAddress. | |
28729 | LD B,3 | B=3 (counter for the three letters in a score label). | ||
UnsetFlashText_Loop | 28731 | LD A,(HL) | Fetch the attribute byte. | |
28732 | AND %01111111 | Keep only bits 0-6 (i.e. everything except the flash bit). | ||
28734 | LD (HL),A | Write the attribute byte back. | ||
28735 | INC HL | Increase the attribute pointer by one. | ||
28736 | DJNZ UnsetFlashText_Loop | Decrease counter by one and loop back to UnsetFlashText_Loop until counter is zero. | ||
28738 | RET | Return. | ||
Flash 2UP score label.
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FlashScoreLabel2UP | 28739 | LD HL,216 | HL=000,216 (position of the 2UP score label). | |
28742 | JR FlashText | Jump to FlashText. |
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