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BDE4: Sprite Inactive Delay
Used by the routine at Draw_Sprites.
Called when a 3-wide sprite is inactive. Executes a timing delay loop to keep frame timing consistent, then advances to the next sprite entry.
Input
IX Pointer to the inactive sprite entry (preserved)
Sprite_Inactive_Delay BDE4 PUSH BC Stash the sprite counter on the stack.
BDE5 LD B,$C8 Set the delay counter to C8 in B.
Inactive_Delay_Loop BDE7 NOP NOP as a timing delay.
BDE8 NOP
BDE9 NOP
BDEA NOP
BDEB NOP
BDEC NOP
BDED NOP
BDEE NOP
BDEF NOP
BDF0 NOP
BDF1 NOP
BDF2 DJNZ Inactive_Delay_Loop Decrease the delay counter and loop back to Inactive_Delay_Loop until complete.
BDF4 POP BC Restore the sprite counter from the stack.
BDF5 JP Advance_To_Next_Sprite Jump to Advance_To_Next_Sprite to advance to the next sprite.
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