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Routines |
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Used by the routine at GamePlayEntry.
Sets the FLASH attribute on the three cells of the active player's "1UP" or "2UP" label in the banner. Called while the "get ready" delay at PlayDelay_Counter is running.
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| FlashPlayerLabel | 24990 | LD A,(24094) | Fetch the current player from Current_Player. | |||||
| 24993 | AND A | Jump to FlashPlayerLabel_2UP if the current player is not 0 (2UP). | ||||||
| 24994 | JR NZ,FlashPlayerLabel_2UP | |||||||
| 24996 | LD HL,24 | HL=0024 (the position of "1UP"). | ||||||
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This entry point is used by the routine at StopFlashingPlayerLabel.
Set the FLASH bit on each of the three attribute cells.
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| FlashPlayerLabel_Set | 24999 | CALL AttributeAddress | Convert the position to an attribute buffer address using AttributeAddress. | |||||
| 25002 | LD B,3 | Set the cell counter to 3 (the three characters of the label). | ||||||
| FlashPlayerLabel_Loop | 25004 | LD A,(HL) | Fetch the attribute of the cell. | |||||
| 25005 | OR %10000000 | Set bit 7 (FLASH). | ||||||
| 25007 | LD (HL),A | Write the attribute back. | ||||||
| 25008 | INC HL | Move onto the next cell. | ||||||
| 25009 | DJNZ FlashPlayerLabel_Loop | Decrease the cell counter by one and loop back to FlashPlayerLabel_Loop until all three cells are flashing. | ||||||
| 25011 | RET | Return. | ||||||
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