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44705: Flash Score Label
Used by the routine at GamePlayEntry.
Controller for handling whether to action 1UP or 2UP score label.
ScoreLabelFlash 44705 LD A,(HL)
44706 AND %00001111 Keep only bits 0-3.
44708 CALL Z,48938
44711 LD A,(38558) If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP.
44714 AND A
44715 JR NZ,FlashScoreLabel2UP
Flash 1UP score label.
44717 LD HL,16 HL=000,016 (position of the 1UP score label).
Set flash state for the 3-attributes of the score label.
FlashText 44720 CALL AttributeAddress Call AttributeAddress.
44723 LD B,3 B=3 (counter for the three letters in a score label).
FlashText_Loop 44725 LD A,(HL) Fetch the attribute byte.
44726 OR %10000000 Ensure bit 7 is set (the flash bit).
44728 LD (HL),A Write the attribute byte back.
44729 INC HL Increase the attribute pointer by one.
44730 DJNZ FlashText_Loop Decrease counter by one and loop back to FlashText_Loop until counter is zero.
44732 RET Return.
Unset flash state for the 3-attributes of the score label.
UnsetFlashText 44733 CALL AttributeAddress Call AttributeAddress.
44736 LD B,3 B=3 (counter for the three letters in a score label).
UnsetFlashText_Loop 44738 LD A,(HL) Fetch the attribute byte.
44739 AND %01111111 Keep only bits 0-6 (i.e. everything except the flash bit).
44741 LD (HL),A Write the attribute byte back.
44742 INC HL Increase the attribute pointer by one.
44743 DJNZ UnsetFlashText_Loop Decrease counter by one and loop back to UnsetFlashText_Loop until counter is zero.
44745 RET Return.
Flash 2UP score label.
FlashScoreLabel2UP 44746 LD HL,216 HL=000,216 (position of the 2UP score label).
44749 JR FlashText Jump to FlashText.
View the equivalent code in;
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