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Routines |
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Used by the routine at Handler_Jetman.
Flash the active player's 1UP or 2UP banner label, or clear the actor if PlayerInactive is set.
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Flash the active player's 1UP or 2UP banner label.
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| ScoreLabelFlash | 35902 | LD A,(24172) | If PlayerInactive is zero, jump to ScoreLabelFlash_Choose. | |||||
| 35905 | AND A | |||||||
| 35906 | JR Z,ScoreLabelFlash_Choose | |||||||
| 35908 | LD (IX+0),0 | Write 0 to *IX+0. | ||||||
| 35912 | RET | Return. | ||||||
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Controller for handling whether to action 1UP or 2UP score label.
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| ScoreLabelFlash_Choose | 35913 | LD A,(24165) | If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP. | |||||
| 35916 | AND A | |||||||
| 35917 | JR NZ,FlashScoreLabel2UP | |||||||
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Flash 1UP score label.
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| 35919 | LD HL,24 | HL=0024 (position of the 1UP score label). | ||||||
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This entry point is used by the routine at FlashScoreLabel2UP.
Set flash state for the 3-attributes of the score label.
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| FlashText | 35922 | CALL AttributeAddress | Call AttributeAddress. | |||||
| 35925 | LD B,3 | Set a letter counter in B for 3 loops. | ||||||
| FlashText_Loop | 35927 | LD A,(HL) | Fetch the attribute byte. | |||||
| 35928 | OR %10000000 | Ensure bit 7 is set (the flash bit). | ||||||
| 35930 | LD (HL),A | Write the attribute byte back to *HL. | ||||||
| 35931 | INC HL | Increment the attribute address pointer by one. | ||||||
| 35932 | DJNZ FlashText_Loop | Decrease the counter by one and jump back to FlashText_Loop until it is zero. | ||||||
| 35934 | RET | Return. | ||||||
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View the equivalent code in;
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