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44751: Game Play Entry
Handles Sabreman while walking (sprite IDs 16 to 31), 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 44751 LD HL,38581 Jump to GamePlay_Start if the start-of-turn delay in GameDelayTimer is zero.
44754 LD A,(HL)
44755 AND A
44756 JR Z,GamePlay_Start
44758 DEC (HL) Decrease the start-of-turn delay by one.
44759 JR NZ,ScoreLabelFlash Jump to ScoreLabelFlash to flash the score label if the start-of-turn delay is still running.
44761 LD A,(38558) Jump to Game2UP_UnsetFlash if 2UP is the active player (Flag_ActivePlayer is not zero).
44764 AND A
44765 JR NZ,Game2UP_UnsetFlash
Handle turning off flash for 1UP score label.
44767 LD HL,16 HL=000,016 (position of the 1UP score label).
Game1UP_UnsetFlash 44770 CALL UnsetFlashText Stop the score label flashing.
44773 CALL DrawEntity Draw the player.
44776 JR GamePlay_Start Jump to GamePlay_Start.
Handle turning off flash for 2UP score label.
Game2UP_UnsetFlash 44778 LD HL,216 HL=000,216 (position of 2UP label).
44781 JR Game1UP_UnsetFlash Jump to Game1UP_UnsetFlash.
View the equivalent code in;
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