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Routines |
Prev: 44687 | Up: Map | Next: 44751 |
Used by the routine at GamePlayEntry.
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Controller for handling whether to action 1UP or 2UP score label.
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ScoreLabelFlash | 44705 | LD A,(HL) | ||
44706 | AND %00001111 | Keep only bits 0-3. | ||
44708 | CALL Z,48938 | |||
44711 | LD A,(38558) | If Flag_ActivePlayer is not zero, jump to FlashScoreLabel2UP. | ||
44714 | AND A | |||
44715 | JR NZ,FlashScoreLabel2UP | |||
Flash 1UP score label.
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44717 | LD HL,16 | HL=000,016 (position of the 1UP score label). | ||
Set flash state for the 3-attributes of the score label.
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FlashText | 44720 | CALL AttributeAddress | Call AttributeAddress. | |
44723 | LD B,3 | B=3 (counter for the three letters in a score label). | ||
FlashText_Loop | 44725 | LD A,(HL) | Fetch the attribute byte. | |
44726 | OR %10000000 | Ensure bit 7 is set (the flash bit). | ||
44728 | LD (HL),A | Write the attribute byte back. | ||
44729 | INC HL | Increase the attribute pointer by one. | ||
44730 | DJNZ FlashText_Loop | Decrease counter by one and loop back to FlashText_Loop until counter is zero. | ||
44732 | RET | Return. | ||
Unset flash state for the 3-attributes of the score label.
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UnsetFlashText | 44733 | CALL AttributeAddress | Call AttributeAddress. | |
44736 | LD B,3 | B=3 (counter for the three letters in a score label). | ||
UnsetFlashText_Loop | 44738 | LD A,(HL) | Fetch the attribute byte. | |
44739 | AND %01111111 | Keep only bits 0-6 (i.e. everything except the flash bit). | ||
44741 | LD (HL),A | Write the attribute byte back. | ||
44742 | INC HL | Increase the attribute pointer by one. | ||
44743 | DJNZ UnsetFlashText_Loop | Decrease counter by one and loop back to UnsetFlashText_Loop until counter is zero. | ||
44745 | RET | Return. | ||
Flash 2UP score label.
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FlashScoreLabel2UP | 44746 | LD HL,216 | HL=000,216 (position of the 2UP score label). | |
44749 | JR FlashText | Jump to FlashText. | ||
View the equivalent code in;
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Prev: 44687 | Up: Map | Next: 44751 |