; Handle Mae visibility. ld a,(maedel) ; check Mae delay. cp $ff ; is Mae already visible ($ff)? jp z,endmae ; yes - then skip rest of Mae routine. cp 0 ; else - is delay counter depleted? jp nz,+ ; no - then skip forward, else... ; Make Mae visible by loading opaque tiles into buffer. ld hl,encar ; point to enemy car char codes. ld de,maecc ; point to buffer. call carcc ; load new char codes to buffer. + ld hl,maedel ; point to Mae delay counter. dec (hl) ; decrement it. endmae ; blah blah blah ... more code... ; Charcodes for player, enemy and invisible car. plrcar .db 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 encar .db 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 invcar .db 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0