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70DF: Limit Frame Rate
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.
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.
View the equivalent code in;
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