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Routines |
| Prev: 8C01 | Up: Map | Next: 8C5F |
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Flash the active player's 1UP or 2UP banner label, or clear the actor if PlayerInactive is set.
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Flash the active player's 1UP or 2UP banner label.
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| HandlerScoreLabel | 8C3E | LD A,($5E6C) | If PlayerInactive is zero, jump to ScoreLabelFlash. | |||||
| 8C41 | AND A | |||||||
| 8C42 | JR Z,ScoreLabelFlash | |||||||
| 8C44 | LD (IX+$00),$00 | Write 00 to *IX+00. | ||||||
| 8C48 | RET | Return. | ||||||
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Controller for handling whether to action 1UP or 2UP score label.
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| ScoreLabelFlash | 8C49 | LD A,($5E65) | If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP. | |||||
| 8C4C | AND A | |||||||
| 8C4D | JR NZ,FlashScoreLabel2UP | |||||||
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Flash 1UP score label.
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| 8C4F | LD HL,$0018 | HL=0018 (position of the 1UP score label). | ||||||
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Set flash state for the 3-attributes of the score label.
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| FlashText | 8C52 | CALL AttributeAddress | Call AttributeAddress. | |||||
| 8C55 | LD B,$03 | Set a letter counter in B for 03 loops. | ||||||
| FlashText_Loop | 8C57 | LD A,(HL) | Fetch the attribute byte. | |||||
| 8C58 | OR %10000000 | Ensure bit 7 is set (the flash bit). | ||||||
| 8C5A | LD (HL),A | Write the attribute byte back to *HL. | ||||||
| 8C5B | INC HL | Increment the attribute address pointer by one. | ||||||
| 8C5C | DJNZ FlashText_Loop | Decrease the counter by one and jump back to FlashText_Loop until it is zero. | ||||||
| 8C5E | RET | Return. | ||||||
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View the equivalent code in;
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| Prev: 8C01 | Up: Map | Next: 8C5F |