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-rw-r--r--basics/flicker.s2
-rw-r--r--basics/input.s5
2 files changed, 6 insertions, 1 deletions
diff --git a/basics/flicker.s b/basics/flicker.s
index b170d5e..640817a 100644
--- a/basics/flicker.s
+++ b/basics/flicker.s
@@ -36,7 +36,7 @@
@main_game_loop:
;; NOTE: the logic is pretty simply: read the pad, move the player
;; accordingly, and apply the flickering effect.
- jsr Joypad::read
+ jsr joypad_read
jsr Diskun::update
;; NOTE: comment this `jsr` out if you want to see what happens if no
diff --git a/basics/input.s b/basics/input.s
index dbb9ee6..6918487 100644
--- a/basics/input.s
+++ b/basics/input.s
@@ -8,6 +8,11 @@
;; we are constantly polling it and filling it, the value will move constantly).
;; - $21: the previous status of the right arrow.
;; - $42: the counter which is incremented on each press of the right arrow button.
+;;
+;; Whenever you are done with this example, hop into the `shared/joypad.s` file,
+;; which brings some other considerations when reading from controllers. That
+;; is, the algorithm shown below is not entirely "safe" due to a hardware bug
+;; which might give unreliable inputs on some spikes.
;;;
;;;