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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-04-01 16:23:34 +0200
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-04-02 21:22:42 +0200
commit2f140cfb7ea73e631fce086327bcb3a674758b0e (patch)
treea9b218b25342392a7541932d5649834ecf186987 /src/jetpac.s
parentbcece25da4af0d4f47dc279dd5e1a67cb553186f (diff)
downloadjetpac.nes-2f140cfb7ea73e631fce086327bcb3a674758b0e.tar.gz
jetpac.nes-2f140cfb7ea73e631fce086327bcb3a674758b0e.zip
player: First PAL implementation
The steps by which a player increases its current velocity to reach the target one has been adapted on PAL, so every five frames it takes an extra step compared to NTSC. This at least brings PAL to grow its values at the same rate as NTSC. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'src/jetpac.s')
-rw-r--r--src/jetpac.s6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/jetpac.s b/src/jetpac.s
index 184374e..65b5d11 100644
--- a/src/jetpac.s
+++ b/src/jetpac.s
@@ -52,6 +52,12 @@
;; Initialize the assets for the game.
jsr Assets::init
+ ;; Initialize some PAL-specific constants.
+ .ifdef PAL
+ lda #0
+ sta Driver::zp_pal_counter
+ .endif
+
;; We shadow the PPU control register in memory. Depending on the `make`
;; target we might need to switch directly to the main game. Otherwise we go
;; into the title as expected.