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8A53: When all sprites have been processed
Used by the routine at process_sprites.
all_sprites_processed 8A53 CALL stage_data_addr Get stage data address in IY
8A56 LD A,(sprite_countdown) Get sprite countdown
8A59 OR A Is it zero
8A5A JR NZ,all_sprites_processed_0 No, skip ahead
8A5C LD A,(IY+$00) Reset to first byte of stage data (speed?)
8A5F LD (sprite_countdown),A ...
all_sprites_processed_0 8A62 LD A,(attack_countdown) Get sprite countdown 2
8A65 OR A Return if not zero
8A66 RET NZ ...
8A67 LD A,(stage_data_index) Get stage data index
8A6A CP $02 Compare to 2
8A6C LD A,(IY+$00) Get first byte of stage data (speed?)
8A6F JR NC,all_sprites_processed_1 If stage index >= 2, then skip ahead
8A71 ADD A,A Else multiply by 2
all_sprites_processed_1 8A72 LD (attack_countdown),A Save sprite countdown 2
8A75 RET Return from sprite processing
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