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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-11 16:39:44 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-03-11 16:39:44 +0100
commitf05ce5d5ff7d650a439b363993f8b38b817d3efe (patch)
tree6d324e019650b1936d84e3c0935192e1fb7cbb72 /scroll/level.s
parent4795fcad304087a9308e024a25233873c43501be (diff)
downloadcode.nes-f05ce5d5ff7d650a439b363993f8b38b817d3efe.tar.gz
code.nes-f05ce5d5ff7d650a439b363993f8b38b817d3efe.zip
scroll: Provide an example with sprite 0 collision
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'scroll/level.s')
-rw-r--r--scroll/level.s10
1 files changed, 10 insertions, 0 deletions
diff --git a/scroll/level.s b/scroll/level.s
index 3bca454..de386db 100644
--- a/scroll/level.s
+++ b/scroll/level.s
@@ -1,3 +1,13 @@
+;;;
+;; Allow the player to scroll a level which spans more than two screens wide.
+;; The heavy lifting is pulled by the engine contained in `include`, which even
+;; if it has some big limitations, it's good enough for showing how this can be
+;; achieved on the NES/Famicom. Read the comments along this file, but you will
+;; have to dig deeper into `include` to better grasp how any of this works.
+;;
+;; As a final touch, you can press "Select" to switch between different levels,
+;; even if I was lazy enough to only provide a second level.
+
.segment "HEADER"
.byte 'N', 'E', 'S', $1A