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61B4: Stop Flashing Player Label
Used by the routine at GamePlayEntry.
Clears the FLASH attribute on the three cells of a "1UP" or "2UP" label.
Input
HL Position of the label (X in L, Y in H)
StopFlashingPlayerLabel 61B4 CALL AttributeAddress Convert the position to an attribute buffer address using AttributeAddress.
61B7 LD B,$03 Set the cell counter to 03 (the three characters of the label).
StopFlashingPlayerLabel_Loop 61B9 LD A,(HL) Fetch the attribute of the cell.
61BA AND %01111111 Keep only bits 0-6 (reset the FLASH bit).
61BC LD (HL),A Write the attribute back.
61BD INC HL Move onto the next cell.
61BE DJNZ StopFlashingPlayerLabel_Loop Decrease the cell counter by one and loop back to StopFlashingPlayerLabel_Loop until all three cells have stopped flashing.
61C0 RET Return.
This entry point is used by the routine at FlashPlayerLabel.
Use the position of "2UP" instead.
FlashPlayerLabel_2UP 61C1 LD HL,$00D8 HL=00D8 (the position of "2UP").
61C4 JR FlashPlayerLabel_Set Jump to FlashPlayerLabel_Set.
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