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Routines |
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The handler for Charlie (IDs 1 and 2). At the start of each life there is a delay (GameDelayTimer) before Charlie appears, and while it runs the score label of the active player flashes (see ScoreLabelFlash). When it has run out the label stops flashing, Charlie is drawn and a tone is played (see GameStartJingle). After that Charlie is moved by GamePlay_Start.
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| GamePlayEntry | 28744 | LD HL,24357 | If GameDelayTimer is zero, jump to GamePlay_Start. | |
| 28747 | LD A,(HL) | |||
| 28748 | AND A | |||
| 28749 | JR Z,GamePlay_Start | |||
| 28751 | DEC (HL) | Decrease the game delay timer by one. | ||
| 28752 | JR NZ,ScoreLabelFlash | Jump to ScoreLabelFlash if the delay timer is still active. | ||
| 28754 | LD A,(24353) | If Flag_ActivePlayer says this is a 2UP game, jump to Game2UP_UnsetFlash. | ||
| 28757 | AND A | |||
| 28758 | JR NZ,Game2UP_UnsetFlash | |||
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Handle turning off flash for 1UP score label.
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| 28760 | LD HL,24 | HL=000,024 (position of the 1UP score label). | ||
| Game_UnsetFlash | 28763 | CALL UnsetFlashText | Turn off the flash using UnsetFlashText. | |
| 28766 | CALL DrawEntity | Draw Charlie using DrawEntity. | ||
| 28769 | CALL GameStartJingle | Play the game start tone using GameStartJingle. | ||
| 28772 | JR GamePlay_Start | Jump to GamePlay_Start. | ||
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Handle turning off flash for 2UP score label.
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| Game2UP_UnsetFlash | 28774 | LD HL,216 | HL=000,216 (position of the 2UP score label). | |
| 28777 | JR Game_UnsetFlash | Jump to Game_UnsetFlash. | ||
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View the equivalent code in;
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