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24990: Flash Player Label
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.
Before After
flash-label-before flash-label-after
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").
This entry point is used by the routine at StopFlashingPlayerLabel.
Set the FLASH bit on each of the three attribute cells.
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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