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Routines |
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Used by the routine at GamePlayEntry.
Clears the FLASH attribute on the three cells of a "1UP" or "2UP" label.
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| StopFlashingPlayerLabel | 25012 | CALL AttributeAddress | Convert the position to an attribute buffer address using AttributeAddress. | |||||
| 25015 | LD B,3 | Set the cell counter to 3 (the three characters of the label). | ||||||
| StopFlashingPlayerLabel_Loop | 25017 | LD A,(HL) | Fetch the attribute of the cell. | |||||
| 25018 | AND %01111111 | Keep only bits 0-6 (reset the FLASH bit). | ||||||
| 25020 | LD (HL),A | Write the attribute back. | ||||||
| 25021 | INC HL | Move onto the next cell. | ||||||
| 25022 | DJNZ StopFlashingPlayerLabel_Loop | Decrease the cell counter by one and loop back to StopFlashingPlayerLabel_Loop until all three cells have stopped flashing. | ||||||
| 25024 | RET | Return. | ||||||
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This entry point is used by the routine at FlashPlayerLabel.
Use the position of "2UP" instead.
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| FlashPlayerLabel_2UP | 25025 | LD HL,216 | HL=0216 (the position of "2UP"). | |||||
| 25028 | JR FlashPlayerLabel_Set | Jump to FlashPlayerLabel_Set. | ||||||
| Prev: 24990 | Up: Map | Next: 25030 |