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AECF: Game Play Entry
Handles Sabreman while walking (sprite IDs 10 to 1F), but first deals with the delay at the start of each turn. While the delay timer in GameDelayTimer is running, the player is neither drawn nor controlled and the score label of the player is flashed by ScoreLabelFlash. When the delay ends the flash is turned off, the player is drawn and the normal handling at GamePlay_Start starts.
Input
IX Actor record of the player
GamePlayEntry AECF LD HL,$96B5 Jump to GamePlay_Start if the start-of-turn delay in GameDelayTimer is zero.
AED2 LD A,(HL)
AED3 AND A
AED4 JR Z,GamePlay_Start
AED6 DEC (HL) Decrease the start-of-turn delay by one.
AED7 JR NZ,ScoreLabelFlash Jump to ScoreLabelFlash to flash the score label if the start-of-turn delay is still running.
AED9 LD A,($969E) Jump to Game2UP_UnsetFlash if 2UP is the active player (Flag_ActivePlayer is not zero).
AEDC AND A
AEDD JR NZ,Game2UP_UnsetFlash
Handle turning off flash for 1UP score label.
AEDF LD HL,$0010 HL=00,10 (position of the 1UP score label).
Game1UP_UnsetFlash AEE2 CALL UnsetFlashText Stop the score label flashing.
AEE5 CALL DrawEntity Draw the player.
AEE8 JR GamePlay_Start Jump to GamePlay_Start.
Handle turning off flash for 2UP score label.
Game2UP_UnsetFlash AEEA LD HL,$00D8 HL=00,D8 (position of 2UP label).
AEED JR Game1UP_UnsetFlash Jump to Game1UP_UnsetFlash.
View the equivalent code in;
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