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| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-03-11 17:00:47 +0100 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-03-11 17:00:47 +0100 |
| commit | 428c301a80641361f51af8102628b545cf9ae63e (patch) | |
| tree | e8888ec3a369bb617e892ff783334ae4f46ce355 /basics/flicker.s | |
| parent | eb9544cb3df7158f7fba5ed346997989102d0155 (diff) | |
| download | code.nes-428c301a80641361f51af8102628b545cf9ae63e.tar.gz code.nes-428c301a80641361f51af8102628b545cf9ae63e.zip | |
shared: Bring joypad into a proper style
Put functions inside of the scope, avoid useless fallthroughs and be
more realistic on what is needed from elsewhere.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'basics/flicker.s')
| -rw-r--r-- | basics/flicker.s | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/basics/flicker.s b/basics/flicker.s index 2522cb2..5677968 100644 --- a/basics/flicker.s +++ b/basics/flicker.s @@ -38,7 +38,7 @@ @main_game_loop: ;; NOTE: the logic is pretty simple: read the pad, move the player ;; accordingly, and apply the flickering effect. - jsr joypad_read + READ_JOYPAD1 jsr Diskun::update ;; NOTE: comment this `jsr` out if you want to see what happens if no |
