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authorMiquel Sabaté Solà <msabate@suse.com>2024-04-16 22:46:31 +0200
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:12:11 +0100
commit4cfc79f145b7c620a2688f4a755d5e53c7ef0e9d (patch)
treed281bae20cfda9481188f08509aa1f6cac7f50ce /basics/flicker.s
parent3c6a583190b827c0e88e535d486a4f191ee255c0 (diff)
downloadcode.nes-4cfc79f145b7c620a2688f4a755d5e53c7ef0e9d.tar.gz
code.nes-4cfc79f145b7c620a2688f4a755d5e53c7ef0e9d.zip
Vastly improve the documentation
This includes more clear explanations, images, etc. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'basics/flicker.s')
-rw-r--r--basics/flicker.s8
1 files changed, 4 insertions, 4 deletions
diff --git a/basics/flicker.s b/basics/flicker.s
index 640817a..34fc312 100644
--- a/basics/flicker.s
+++ b/basics/flicker.s
@@ -34,7 +34,7 @@
sta $2001 ; PPUMASK
@main_game_loop:
- ;; NOTE: the logic is pretty simply: read the pad, move the player
+ ;; NOTE: the logic is pretty simple: read the pad, move the player
;; accordingly, and apply the flickering effect.
jsr joypad_read
jsr Diskun::update
@@ -121,9 +121,9 @@
adc #4
sta $40
- ;; We know that that last byte from the last sprite is held at $24F. Thus,
- ;; if the sprite pointer is already passed this point, we can break the
- ;; loop. Otherwise just carry on.
+ ;; We know that the last byte from the last sprite is held at $24F. Thus, if
+ ;; the sprite pointer is already passed this point, we can break the loop.
+ ;; Otherwise just carry on.
cmp #$50
bne @loop