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| author | Miquel Sabaté Solà <msabate@suse.com> | 2024-04-16 22:46:31 +0200 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-02-04 21:12:11 +0100 |
| commit | 4cfc79f145b7c620a2688f4a755d5e53c7ef0e9d (patch) | |
| tree | d281bae20cfda9481188f08509aa1f6cac7f50ce /basics/flicker.s | |
| parent | 3c6a583190b827c0e88e535d486a4f191ee255c0 (diff) | |
| download | code.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.s | 8 |
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 |
