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48612: 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 48612 PUSH BC Stash the sprite counter on the stack.
48613 LD B,200 Set the delay counter to 200 in B.
Inactive_Delay_Loop 48615 NOP NOP as a timing delay.
48616 NOP
48617 NOP
48618 NOP
48619 NOP
48620 NOP
48621 NOP
48622 NOP
48623 NOP
48624 NOP
48625 NOP
48626 DJNZ Inactive_Delay_Loop Decrease the delay counter and loop back to Inactive_Delay_Loop until complete.
48628 POP BC Restore the sprite counter from the stack.
48629 JP Advance_To_Next_Sprite Jump to Advance_To_Next_Sprite to advance to the next sprite.
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