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8C3E: Flash Score Label
Flash the active player's 1UP or 2UP banner label, or clear the actor if PlayerInactive is set.
Input
IX Actor slot
Flash the active player's 1UP or 2UP banner label.
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.
Controller for handling whether to action 1UP or 2UP score label.
ScoreLabelFlash 8C49 LD A,($5E65) If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP.
8C4C AND A
8C4D JR NZ,FlashScoreLabel2UP
Flash 1UP score label.
8C4F LD HL,$0018 HL=0018 (position of the 1UP score label).
Set flash state for the 3-attributes of the score label.
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.
View the equivalent code in;
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