LDA isPaused
BNE +unpausegame
LDA gameStatusByte
ORA #%00000001 ;;; this will skip object handling.
STA gameStatusByte
LDA #$01
STA isPaused
;; we play the pause sfx:
PlaySound #SND_PAUSE
;; we make the screen dark:
LDA soft2001
ORA #%11100000
STA soft2001
JMP +thePauseEnd
+unpausegame:
LDA gameStatusByte
AND #%11111110
STA gameStatusByte
LDA #$00
STA isPaused
;; we play the unpause sfx:
PlaySound #SND_UNPAUSE
;; we make the screen back normal:
LDA soft2001
AND #%00011111
STA soft2001
+thePauseEnd:
;; IF Main Game and Paused... then draw P A U S E
LDA gameState
CMP #$00
BEQ +
JMP +isNotPaused
+
LDA isPaused
BNE +
JMP +isNotPaused
+
;DrawSpriteHud #$08, #$08, #$11, #$10, #$10, myVar, #$00
; arg0 = starting position in pixels, x
; arg1 = starting position in pixels, y
; arg2 = sprite to draw, CONTAINER
; arg3 = MAX
; arg4 = sprite to draw, FILLED
; arg5 = variable.
; arg6 = attribute
;; LETTRE "P":
LDA #$70
STA tempA
DrawSpriteHud #$6C, #$78, tempA, #$01, tempA, #$01, #$00
;; LETTRE "A":
LDA #$71
STA tempA
DrawSpriteHud #$76, #$78, tempA, #$01, tempA, #$01, #$00
;; LETTRE "U":
LDA #$72
STA tempA
DrawSpriteHud #$80, #$78, tempA, #$01, tempA, #$01, #$00
;; LETTRE "S":
LDA #$73
STA tempA
DrawSpriteHud #$8A, #$78, tempA, #$01, tempA, #$01, #$00
;; LETTRE "E":
LDA #$74
STA tempA
DrawSpriteHud #$94, #$78, tempA, #$01, tempA, #$01, #$00
+isNotPaused:
TolerantX said:I got it working fine no bugs over a week ago. You said you weren't going to give help so I wrote the code myself. If you were going to do that why didnt you tell me that in the first place and save me some gray hair? :/
I tried deleting this post because I no longer need the answer. I made a topic in a discord server where it can easily be deleted.
Thank you