Pause_Init:moveq#0x1,d0jsrWaitFrames; Wait a frame, to collect new joypad pressesleaPauseString,a0; String addressmove.l#PixelFontTileID,d0; First tile idmove.w#0x0810,d1; XY (08, 16)moveq#0x0,d2; Palette 0jsrDrawTextPlaneA; Call draw text subroutinemove.w#game_state_game_mode_pause,game_state; store the game state; ************************************; Pause Music; ************************************jsrEcho_PauseBGM; pause the musicrts
Pause:@PauseNoDecrementPadDelay:move.wjoypadA_press,d0; Read pad 1 state, result in d0btst#pad_button_start,d0; Check start buttonbeq.sPause; if not then continue paused, otherwise clear the pause string...leaBlankString,a0; String addressmove.l#PixelFontTileID,d0; First tile idmove.w#0x0810,d1; XY (08, 16)moveq#0x0,d2; Palette 0jsrDrawTextPlaneA; Call draw text subroutinemove.w#game_state_game_mode_pause_shutdown,game_state; store the game state; Since we skip game_state 0x2, we need to gather new inputs here insteadmoveq#0x1,d0jmpWaitFrames; Wait a frame, to collect new joypad pressesrts
Pause_Shutdown:leaBlankString,a0; String addressmove.l#PixelFontTileID,d0; First tile idmove.w#0x0810,d1; XY (08, 16)moveq#0x0,d2; Palette 0jsrDrawTextPlaneA; Call draw text subroutinemove.w#game_state_game_mode,game_state; store the game state; ************************************; Resume Music; ************************************jsrEcho_ResumeBGM; resume the musicrts
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