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Routines |
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Used by the routine at GamePlayEntry.
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Controller for handling whether to action 1UP or 2UP score label.
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| ScoreLabelFlash | AEA1 | LD A,(HL) | ||
| AEA2 | AND %00001111 | Keep only bits 0-3. | ||
| AEA4 | CALL Z,$BF2A | |||
| AEA7 | LD A,($969E) | If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP. | ||
| AEAA | AND A | |||
| AEAB | JR NZ,FlashScoreLabel2UP | |||
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Flash 1UP score label.
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| AEAD | LD HL,$0010 | HL=00,10 (position of the 1UP score label). | ||
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Set flash state for the 3-attributes of the score label.
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| FlashText | AEB0 | CALL AttributeAddress | Call AttributeAddress. | |
| AEB3 | LD B,$03 | B=03 (counter for the three letters in a score label). | ||
| FlashText_Loop | AEB5 | LD A,(HL) | Fetch the attribute byte. | |
| AEB6 | OR %10000000 | Ensure bit 7 is set (the flash bit). | ||
| AEB8 | LD (HL),A | Write the attribute byte back. | ||
| AEB9 | INC HL | Increase the attribute pointer by one. | ||
| AEBA | DJNZ FlashText_Loop | Decrease counter by one and loop back to FlashText_Loop until counter is zero. | ||
| AEBC | RET | Return. | ||
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Unset flash state for the 3-attributes of the score label.
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| UnsetFlashText | AEBD | CALL AttributeAddress | Call AttributeAddress. | |
| AEC0 | LD B,$03 | B=03 (counter for the three letters in a score label). | ||
| UnsetFlashText_Loop | AEC2 | LD A,(HL) | Fetch the attribute byte. | |
| AEC3 | AND %01111111 | Keep only bits 0-6 (i.e. everything except the flash bit). | ||
| AEC5 | LD (HL),A | Write the attribute byte back. | ||
| AEC6 | INC HL | Increase the attribute pointer by one. | ||
| AEC7 | DJNZ UnsetFlashText_Loop | Decrease counter by one and loop back to UnsetFlashText_Loop until counter is zero. | ||
| AEC9 | RET | Return. | ||
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Flash 2UP score label.
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| FlashScoreLabel2UP | AECA | LD HL,$00D8 | HL=00,D8 (position of the 2UP score label). | |
| AECD | JR FlashText | Jump to FlashText. | ||
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View the equivalent code in;
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| Prev: AE8F | Up: Map | Next: AECF |