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| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-03-10 22:52:15 +0100 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-03-10 22:52:15 +0100 |
| commit | 1a74e6a1856673072a61abd0861759901bc2d939 (patch) | |
| tree | bb1b54a7c27280d7d9e83c031233dd8402f1e721 /basics/flicker.s | |
| parent | ff22231f8a2f3714df701fd7c12b07915adc15e9 (diff) | |
| download | code.nes-1a74e6a1856673072a61abd0861759901bc2d939.tar.gz code.nes-1a74e6a1856673072a61abd0861759901bc2d939.zip | |
Bring code style to better standards
Be more careful on everything and try to follow along style.nes from my
repository. This might change in the future, but it's in a much better
state now.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'basics/flicker.s')
| -rw-r--r-- | basics/flicker.s | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/basics/flicker.s b/basics/flicker.s index 8db03e8..2522cb2 100644 --- a/basics/flicker.s +++ b/basics/flicker.s @@ -61,7 +61,6 @@ jmp @main_game_loop .endproc - ;;; ;; NOTE: this is the actual meat of the example :D .proc apply_flicker @@ -135,7 +134,7 @@ ;;; ;; NOTE: and from here on stuff that is not relevant for sprite flickering. -nmi: +.proc nmi bit $20 bpl @next @@ -168,15 +167,16 @@ nmi: pla @next: rti +.endproc -reset: +.proc reset sei cld ldx #$40 stx $4017 ; APU Frame Counter - ldx #$ff + ldx #$FF txs inx @@ -201,7 +201,7 @@ reset: inx bne @ram_reset_loop ; if x overflows back to #00, then we are done. - lda #$ef + lda #$EF @sprite_reset_loop: sta $200, x inx @@ -229,9 +229,11 @@ reset: bne @palettes_reset_loop jmp main +.endproc -irq: +.proc irq rti +.endproc .proc init_sprites NUM_SPRITES = 20 |
