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Routines |
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The update routine for the objects which do nothing (type 00 and types 0B to 0F). This also slows down the main loop in the slow pass when there are not many objects, by making a short pause.
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| LimitFrameRate | 70DF | LD A,($5E20) | Return if the fast pass is being done (FrameUpdated is marked as being updated), so there is no pause. | |
| 70E2 | AND A | |||
| 70E3 | RET NZ | |||
| 70E4 | LD HL,$00C0 | Set the delay counter for a slight pause (so that the game does not run too fast). | ||
| LimitFrameRate_Loop | 70E7 | DEC HL | Decrease the delay counter by one. | |
| 70E8 | LD A,L | Keep looping back to LimitFrameRate_Loop until the delay is over. | ||
| 70E9 | OR H | |||
| 70EA | JR NZ,LimitFrameRate_Loop | |||
| 70EC | RET | Return. | ||
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