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F4C6: Handler: High Score Messaging
Used by the routine at PrepareNameEntry.
Prints the "CONGRATULATIONS PLAYER" message with the player number from HighScore_Player, then "TODAYS" followed by the rank text from NewHighScore_Suffix, and "JETMAN WILL REMEMBER YOU". Finally draws three six-pixel dashes where the player's initials will go.
high-score-entry
Handle printing "CONGRATULATIONS PLAYER ..." messaging.
HighScoreMessaging F4C6 LD DE,$F4FB DE=String_Congratulations.
F4C9 LD HL,$6020 HL=6020 (screen location).
F4CC CALL PrintStringColour Call PrintStringColour.
Handle printing the player "number".
F4CF LD A,($5E71) A=*HighScore_Player + 30 (convert to ASCII).
F4D2 ADD A,$30
F4D4 LD HL,$489B HL=489B (screen buffer location).
F4D7 CALL PrintScreen Call PrintScreen.
Handle printing "TODAYS" messaging.
F4DA LD DE,$F513 DE=String_Todays.
F4DD LD HL,$7068 HL=7068 (screen location).
F4E0 CALL PrintStringColour Call PrintStringColour.
F4E3 CALL NewHighScore_Suffix Call NewHighScore_Suffix.
Handle printing "JETMAN WILL REMEMBER YOU" messaging.
F4E6 LD DE,$F51B DE=String_Remember.
F4E9 LD HL,$9020 HL=9020 (screen location).
F4EC CALL PrintStringColour Call PrintStringColour.
Draw a dash for each of the three initials.
F4EF LD HL,$53AD HL=53AD (screen buffer location).
F4F2 LD B,$03 Set a dash counter in B for 03 loops.
HighScoreMessaging_Loop F4F4 LD (HL),%01111110 Write 7E to *HL.
F4F6 INC L Move on two columns, the spacing of the initials.
F4F7 INC L
F4F8 DJNZ HighScoreMessaging_Loop Decrease the counter by one and jump back to HighScoreMessaging_Loop until it is zero.
F4FA RET Return.
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