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authorMiquel Sabaté Solà <msabate@suse.com>2023-11-23 09:38:46 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:02:11 +0100
commit0e1839f48ada69b81f5879449d0e0fe435f851c5 (patch)
treeef287b4539e2f066b509a467d19b0590048ba00e /basics/sprite.s
parentc131ed635342a724687755844a54031e026700ac (diff)
downloadcode.nes-0e1839f48ada69b81f5879449d0e0fe435f851c5.tar.gz
code.nes-0e1839f48ada69b81f5879449d0e0fe435f851c5.zip
space: Improve comments and documentation
Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
Diffstat (limited to 'basics/sprite.s')
-rw-r--r--basics/sprite.s6
1 files changed, 4 insertions, 2 deletions
diff --git a/basics/sprite.s b/basics/sprite.s
index fc024f7..944c429 100644
--- a/basics/sprite.s
+++ b/basics/sprite.s
@@ -11,7 +11,10 @@
;; but bear in mind that compilers like `cc65` (the one used here, which is the
;; most common) already provide a default configuration for the linker that
;; glues a set of pretty common defined named segments. You can read about this
-;; in `cfg/nes.cfg` from inside your cc65 installation.
+;; in `cfg/nes.cfg` from inside your cc65 installation. Otherwise, I have also
+;; written linker configuration files for other examples: take a look, for
+;; instance, at the `config/unrom.cfg` file, which is used by the
+;; `basics/unrom.s` program.
;;;
;;;
@@ -257,7 +260,6 @@ reset:
dex
bne @palettes_reset_loop
-
;; At this point everything is clear and with a state we know, now we can
;; jump into our main subroutine and start loading sprites, palettes, etc.;
;; and start the game proper.