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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-11 17:00:47 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-11 17:00:47 +0100
commit428c301a80641361f51af8102628b545cf9ae63e (patch)
treee8888ec3a369bb617e892ff783334ae4f46ce355 /basics/flicker.s
parenteb9544cb3df7158f7fba5ed346997989102d0155 (diff)
downloadcode.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.s2
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