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Routines |
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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.
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| 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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