Routines |
Prev: AEA1 | Up: Map | Next: AEEF |
|
||||
GamePlayEntry | AECF | LD HL,$96B5 | If GameDelayTimer is zero, jump to GamePlay_Start. | |
AED2 | LD A,(HL) | |||
AED3 | AND A | |||
AED4 | JR Z,GamePlay_Start | |||
AED6 | DEC (HL) | Decrement GameDelayTimer by one. | ||
AED7 | JR NZ,ScoreLabelFlash | Jump to ScoreLabelFlash if the delay timer is still active. | ||
AED9 | LD A,($969E) | If Flag_ActivePlayer says that 2UP is the active player, jump toGame2UP_UnsetFlash. | ||
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 | Call UnsetFlashText. | |
AEE5 | CALL DrawEntity | Call DrawEntity. | ||
AEE8 | JR GamePlay_Start | Jump GamePlay_Start. | ||
Handle turning off flash for 2UP score label.
|
||||
Game2UP_UnsetFlash | AEEA | LD HL,$00D8 | DE=00,D8 (position of the 2UP score label). | |
AEED | JR Game1UP_UnsetFlash | Jump Game1UP_UnsetFlash. | ||
View the equivalent code in;
|
Prev: AEA1 | Up: Map | Next: AEEF |