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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 /space/src
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 'space/src')
-rw-r--r--space/src/space.s10
-rw-r--r--space/src/states/player.s2
2 files changed, 8 insertions, 4 deletions
diff --git a/space/src/space.s b/space/src/space.s
index f2c5dbe..c6d431f 100644
--- a/space/src/space.s
+++ b/space/src/space.s
@@ -5,7 +5,7 @@
;; - The movement is done through subpixels for a smoother experience.
;; - The ship's sprites are updated accordingly: resting, acceleration, full
;; speed.
-;; - The ship can shoot
+;; - The ship can shoot bullets.
;;
;; The subpixel movement is largely based on:
;; https://github.com/NesHacker/PlatformerMovement.
@@ -45,8 +45,8 @@
.include "vectors/irq.s"
;;;
-;; This is our main subroutine, the reset procedure will call at the very end of
-;; initializing the hardware.
+;; This is our main subroutine, the reset procedure will call it at the very end
+;; of initializing the hardware.
;;;
.proc main
;; Before starting the game loop proper we initialize all our assets: load
@@ -69,6 +69,10 @@
sta PPU::MASK
@main_game_loop:
+ ;; The main game loop leverages the logic to different subroutines. In
+ ;; short: first of all update the values on the joypad, then update the
+ ;; player's movement and sprites, and finally update the bullets'
+ ;; creation/movement.
jsr Joypad::read
jsr Player::Movement::update
jsr Player::Sprite::update
diff --git a/space/src/states/player.s b/space/src/states/player.s
index 29c1585..e03f54c 100644
--- a/space/src/states/player.s
+++ b/space/src/states/player.s
@@ -1,7 +1,7 @@
;;;
;; Player state: movement, animation, etc. The following memory addresses are
;; reserved for the player:
-;; -> $30-$3F: internal data.
+;; -> $30-$38: internal data.
;; -> $0200-$0207: OAM data.
;;;
.scope Player