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authorMiquel Sabaté Solà <mssola@mssola.com>2026-02-13 22:36:21 +0100
committerMiquel Sabaté Solà <mssola@mssola.com>2026-02-13 22:36:21 +0100
commitd1e9cb8939c2020cfd5416d68b4bd4de90f14d6d (patch)
treefd07de69078ffa7c33aec10287e53adf06904eea /bin/rand.rb
parent86160cce38ba3033792202c01ae3ac3ccc1428e0 (diff)
downloadjetpac.nes-d1e9cb8939c2020cfd5416d68b4bd4de90f14d6d.tar.gz
jetpac.nes-d1e9cb8939c2020cfd5416d68b4bd4de90f14d6d.zip
Update values on the RNG table
This way enemies are a bit more off from the boundaries, avoiding visually distracting scenarios. Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
Diffstat (limited to 'bin/rand.rb')
-rw-r--r--bin/rand.rb7
1 files changed, 4 insertions, 3 deletions
diff --git a/bin/rand.rb b/bin/rand.rb
index b781b6e..a3e7e41 100644
--- a/bin/rand.rb
+++ b/bin/rand.rb
@@ -10,9 +10,10 @@
# Whenever you update values on background.s, you are supposed to call this
# script again and replace the values on 'valid_y_rand_table' in prng.s.
-# See values on background.s
-UPPER_MARGIN_Y_COORD = 0x1A
-GROUND_Y_COORD = 0xC8 - 32 # NOTE: As in background.s - twice the size of the enemy.
+# See values on background.s. They are the same +/- some margin so enemies are
+# not right on the border.
+UPPER_MARGIN_Y_COORD = 0x1A + 32
+GROUND_Y_COORD = 0xC8 - 64
# The available values for the Y axis for enemies are above ground, below the
# sky, and avoiding the left-most and right-most platforms.