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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-05-12 21:20:33 +0200
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-05-12 21:20:33 +0200
commitad830a7f81871e15f43d7255f7af5463d9dd0bc5 (patch)
tree6217d30e13a96f8bc3a7675ab3e45c9e9c3f967a /include/apu.s
parentd2cab2f600b4a5efea34fce9e17de0c2ba964c6c (diff)
downloadjetpac.nes-ad830a7f81871e15f43d7255f7af5463d9dd0bc5.tar.gz
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reset: Do not zero out RAM
This is usually done so the programmer can forget about initializing in the future, but it not only hides programming mistakes, but we are also resetting memory addresses which are never to be used by this simple game. Hence, just skip resetting RAM altogether. Last but not least, sprite initialization in `reset` code has also been optimized so instead of around 2000 cycles it takes half of that. This is done by only touching the first byte of the four bytes for a sprite in OAM, which is enough for hiding random sprites and the cost of extra `inx` instructions is far cheaper than all the extra `sta` to absolute address with X-index from the old code. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
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