diff options
| author | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-05-15 22:06:00 +0200 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-05-16 07:55:56 +0200 |
| commit | 638dfdca6e773d4b1ec573606cac90bdb1778667 (patch) | |
| tree | 73f60ee0aca0c0585f0fd8063ccc7bb31881e543 /src/background.s | |
| parent | 72894d68c4fbd8c2b843afa70244dee3b6241414 (diff) | |
| download | jetpac.nes-638dfdca6e773d4b1ec573606cac90bdb1778667.tar.gz jetpac.nes-638dfdca6e773d4b1ec573606cac90bdb1778667.zip | |
Initialize enemies at a random Y coordinate
The randomness comes from a pre-computed table of "random" numbers. This
is of course the most simple technique you can come across a code base
for the NES/Famicom, but for the purposes of this game is good enough
and (most importantly) fast.
Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'src/background.s')
| -rw-r--r-- | src/background.s | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/background.s b/src/background.s index add7059..26d38c6 100644 --- a/src/background.s +++ b/src/background.s @@ -1,6 +1,10 @@ .segment "CODE" .scope Background + ;; Screen coordinate on the Y axis where elements can begin to appear (e.g. + ;; upper bound for new enemies, starting point for falling items, etc.). + UPPER_MARGIN_Y_COORD = $10 + ;; Screen coordinates on the Y axis for the ground. GROUND_Y_COORD = $C8 |
