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62662: Handler: High Score Messaging
Prints the "CONGRATULATIONS PLAYER" message with the player number from HighScore_Player, then "TODAYS" followed by the rank text from NewHighScore_Suffix, and "JETMAN WILL REMEMBER YOU". Finally draws three six-pixel dashes where the player's initials will go.
high-score-entry
Handle printing "CONGRATULATIONS PLAYER ..." messaging.
HighScoreMessaging 62662 LD DE,62715 DE=String_Congratulations.
62665 LD HL,24608 HL=24608 (screen location).
62668 CALL PrintStringColour Call PrintStringColour.
Handle printing the player "number".
62671 LD A,(24177) A=*HighScore_Player + 48 (convert to ASCII).
62674 ADD A,48
62676 LD HL,18587 HL=18587 (screen buffer location).
62679 CALL PrintScreen Call PrintScreen.
Handle printing "TODAYS" messaging.
62682 LD DE,62739 DE=String_Todays.
62685 LD HL,28776 HL=28776 (screen location).
62688 CALL PrintStringColour Call PrintStringColour.
62691 CALL NewHighScore_Suffix Call NewHighScore_Suffix.
Handle printing "JETMAN WILL REMEMBER YOU" messaging.
62694 LD DE,62747 DE=String_Remember.
62697 LD HL,36896 HL=36896 (screen location).
62700 CALL PrintStringColour Call PrintStringColour.
Draw a dash for each of the three initials.
62703 LD HL,21421 HL=21421 (screen buffer location).
62706 LD B,3 Set a dash counter in B for 3 loops.
HighScoreMessaging_Loop 62708 LD (HL),%01111110 Write 126 to *HL.
62710 INC L Move on two columns, the spacing of the initials.
62711 INC L
62712 DJNZ HighScoreMessaging_Loop Decrease the counter by one and jump back to HighScoreMessaging_Loop until it is zero.
62714 RET Return.
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