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7020: Flash Score Label
Used by the routine at GamePlayEntry.
Controller for handling whether to action 1UP or 2UP score label.
ScoreLabelFlash 7020 LD A,($5F21) A=ActivePlayer.
7023 AND A If the current player is 2UP then jump to FlashScoreLabel2UP.
7024 JR NZ,FlashScoreLabel2UP
Flash 1UP score label.
7026 LD HL,$0018 HL=00,18 (position of the 1UP score label).
Set flash state for the 3-attributes of the score label.
FlashText 7029 CALL AttributeAddress Call AttributeAddress.
702C LD B,$03 B=03 (counter for the three letters in a score label).
FlashText_Loop 702E LD A,(HL) Fetch the attribute byte.
702F OR %10000000 Ensure bit 7 is set (the flash bit).
7031 LD (HL),A Write the attribute byte back.
7032 INC HL Increase the attribute pointer by one.
7033 DJNZ FlashText_Loop Decrease counter by one and loop back to FlashText_Loop until counter is zero.
7035 RET Return.
Unset flash state for the 3-attributes of the score label.
UnsetFlashText 7036 CALL AttributeAddress Call AttributeAddress.
7039 LD B,$03 B=03 (counter for the three letters in a score label).
UnsetFlashText_Loop 703B LD A,(HL) Fetch the attribute byte.
703C AND %01111111 Keep only bits 0-6 (i.e. everything except the flash bit).
703E LD (HL),A Write the attribute byte back.
703F INC HL Increase the attribute pointer by one.
7040 DJNZ UnsetFlashText_Loop Decrease counter by one and loop back to UnsetFlashText_Loop until counter is zero.
7042 RET Return.
Flash 2UP score label.
FlashScoreLabel2UP 7043 LD HL,$00D8 HL=00,D8 (position of the 2UP score label).
7046 JR FlashText Jump to FlashText.
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