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-rw-r--r--src/enemies.s8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/enemies.s b/src/enemies.s
index b2b9ca6..ddfc5b3 100644
--- a/src/enemies.s
+++ b/src/enemies.s
@@ -67,6 +67,8 @@
zp_enemy_arg = $D5
;; Values for the counter of enemies that fall.
+ ;;
+ ;; NOTE: values for this have to fit into a nibble.
FALLING_VELOCITY_0 = HZ / 5
FALLING_VELOCITY_1 = HZ / 10
FALLING_VELOCITY_2 = HZ / 25
@@ -105,9 +107,7 @@
__fallthrough__ init_pool
.endproc
- ;; Initializes the enemy pool for this game. It requires an argument to be
- ;; passed in 'Globals::zp_arg0' which contains the 'extra' state to be
- ;; passed to all enemies of the pool.
+ ;; Initializes the enemy pool for this game.
.proc init_pool
ldx #0
@@ -898,7 +898,7 @@
;; | change from the zero state to homing.
;; |- TT: timer for upwards/downwards movement.
;;
- ;; NOTE: whenever we transition to homing attach, then the 'extra' state
+ ;; NOTE: whenever we transition to homing attack, then the 'extra' state
;; follows the one from 'basic'. Notice that bit 1 is untouched by the
;; 'basic' algorithm, which is used here to determine that we are in the
;; 'homing' state.