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authorMiquel Sabaté Solà <mssola@mssola.com>2026-03-08 16:46:46 +0100
committerMiquel Sabaté Solà <mssola@mssola.com>2026-03-08 22:14:15 +0100
commitfeed0b705daff0001253b6ec89b61c9821d2fe21 (patch)
tree0e206a2c47c2c65d00cca73d6b3e4cca9357eafc
parent276515a1338feb72e38825dd920a23ac525d241b (diff)
downloadjetpac.nes-feed0b705daff0001253b6ec89b61c9821d2fe21.tar.gz
jetpac.nes-feed0b705daff0001253b6ec89b61c9821d2fe21.zip
Skip initialization of first nametable after game over
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
-rw-r--r--src/jetpac.s13
1 files changed, 12 insertions, 1 deletions
diff --git a/src/jetpac.s b/src/jetpac.s
index 4802e74..25fdf5a 100644
--- a/src/jetpac.s
+++ b/src/jetpac.s
@@ -142,8 +142,13 @@
sta Globals::zp_level_kind
.endif
- ;; Initialize the assets for the game.
+ ;; Initialize the assets for the game. If the first sprite is not
+ ;; initialized to zero, then we are not coming from reset() but from
+ ;; starting after a "Game over". In this case skip this initialization.
+ lda OAM::m_address
+ bne @skip_assets
jsr Assets::init
+@skip_assets:
;; Initialize some variables from the "Game Over" side of the game.
jsr Over::init
@@ -242,6 +247,12 @@
;; Can the player start over?
lda Globals::zp_tmp0
beq @main_game_loop
+
+ ;; We will skip the initialization of the assets so to avoid writing into
+ ;; the first nametable when it's just fine. That being said, we still need
+ ;; to prepare palettes for the title screen. Do it now before starting over.
+ jsr Assets::prepare_for_title_screen
+
jmp @init
.endproc