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35902: Flash Score Label
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.
Input
IX Actor slot
Flash the active player's 1UP or 2UP banner label.
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.
Controller for handling whether to action 1UP or 2UP score label.
ScoreLabelFlash_Choose 35913 LD A,(24165) If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP.
35916 AND A
35917 JR NZ,FlashScoreLabel2UP
Flash 1UP score label.
35919 LD HL,24 HL=0024 (position of the 1UP score label).
This entry point is used by the routine at FlashScoreLabel2UP.
Set flash state for the 3-attributes of the score label.
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.
View the equivalent code in;
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