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-rw-r--r--.nasm/segments.txt2
-rw-r--r--src/enemies.s12
2 files changed, 2 insertions, 12 deletions
diff --git a/.nasm/segments.txt b/.nasm/segments.txt
index 5907869..5bd1c28 100644
--- a/.nasm/segments.txt
+++ b/.nasm/segments.txt
@@ -1,4 +1,4 @@
- HEADER: 16/16 (100%)
-- ROM0: 6561/32762 (20.03%)
+- ROM0: 6551/32762 (20.00%)
- ROMV: 6/6 (100%)
- ROM2: 8192/8192 (100%)
diff --git a/src/enemies.s b/src/enemies.s
index b4511e6..b6005fc 100644
--- a/src/enemies.s
+++ b/src/enemies.s
@@ -872,7 +872,7 @@
inc Globals::zp_arg1
inc Globals::zp_arg1
jsr Background::collides
- beq @check_front_or_bottom
+ beq @prepare_check_front_collision
;; There was a (hopefully purely) upper collision!
@bounce_down:
@@ -891,16 +891,6 @@
rts
- ;; Now, depending on the level, the enemy might be the regular size or
- ;; shorter. If it's on the shorter end, then move to check the bottom
- ;; corners directly.
- @check_front_or_bottom:
- lda Globals::zp_level_kind
- cmp #2
- beq @prepare_check_front_collision
- cmp #1
- bne @check_bottom
-
@prepare_check_front_collision:
;; We are checking the "front" (center) of the enemy, which corresponds
;; to the regular sized enemy. This means to increase the Y tile