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Routines |
| Prev: 619E | Up: Map | Next: 61C6 |
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Used by the routine at GamePlayEntry.
Clears the FLASH attribute on the three cells of a "1UP" or "2UP" label.
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| 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. | ||||||
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This entry point is used by the routine at FlashPlayerLabel.
Use the position of "2UP" instead.
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| FlashPlayerLabel_2UP | 61C1 | LD HL,$00D8 | HL=00D8 (the position of "2UP"). | |||||
| 61C4 | JR FlashPlayerLabel_Set | Jump to FlashPlayerLabel_Set. | ||||||
| Prev: 619E | Up: Map | Next: 61C6 |