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-rw-r--r--src/bullets.s2
-rw-r--r--src/driver.s2
-rw-r--r--src/jetpac.s10
-rw-r--r--src/player.s8
-rw-r--r--src/title.s8
5 files changed, 17 insertions, 13 deletions
diff --git a/src/bullets.s b/src/bullets.s
index 58b6a4a..3cc74b9 100644
--- a/src/bullets.s
+++ b/src/bullets.s
@@ -104,7 +104,7 @@
@check_bullets_pressed:
;; Is the B button pressed? If not go to `@move_bullets` directly.
lda #(Joypad::BUTTON_B)
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @move_bullets
;; The B button was pressed. Reset the bullet timer.
diff --git a/src/driver.s b/src/driver.s
index 3bf4399..942bf82 100644
--- a/src/driver.s
+++ b/src/driver.s
@@ -179,7 +179,7 @@
;; Check if the player is toggling the `pause` state.
lda #(Joypad::BUTTON_START | Joypad::BUTTON_SELECT)
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @skip_pause_handling
;; What does the timer say, is the player allowed to do it?
diff --git a/src/jetpac.s b/src/jetpac.s
index 25fdf5a..5fdd01f 100644
--- a/src/jetpac.s
+++ b/src/jetpac.s
@@ -125,8 +125,8 @@
;; variables defined before
sta Globals::zp_flags
sta Globals::zp_multiplayer
- sta Joypad::zp_buttons1
- sta Joypad::zp_buttons2
+ sta Joypad::zp_buttons
+ sta Joypad::zp_prev
sta Player::zp_state
;; Initialize the level. We allow the build system to pass its own value for
@@ -187,7 +187,11 @@
sta PPU::m_mask
@main_game_loop:
- READ_JOYPAD1
+ ;; Select the joypad from the active player and read it.
+ lda Globals::zp_multiplayer
+ and #$01
+ tax
+ READ_JOYPAD_X
lda Globals::zp_flags
and #%00000011
diff --git a/src/player.s b/src/player.s
index 53695b4..60005af 100644
--- a/src/player.s
+++ b/src/player.s
@@ -249,7 +249,7 @@
bit zp_state
bpl @check_thrust
lda #Joypad::BUTTON_DOWN
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @check_thrust
lda #0
sta zp_velocity_y
@@ -258,7 +258,7 @@
@check_thrust:
;; Check if the player is asking to thrust, otherwise apply gravity.
lda #(Joypad::BUTTON_UP | Joypad::BUTTON_A)
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @set_gravity
;; Player is throttling, reflect that on the player's state.
@@ -349,7 +349,7 @@
.proc update_horizontal_position
lda #Joypad::BUTTON_LEFT
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @check_right
;; We are facing left, reflect that on the state and the sprite.
@@ -374,7 +374,7 @@
;; Same as the part above but applied to going right.
@check_right:
lda #Joypad::BUTTON_RIGHT
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @nothing
lda #%01000100
diff --git a/src/title.s b/src/title.s
index 06ca1cb..d091922 100644
--- a/src/title.s
+++ b/src/title.s
@@ -38,7 +38,7 @@
bne @end
lda #Joypad::BUTTON_UP
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @check_down
lda #SPRITE_Y_POSITION0
@@ -49,7 +49,7 @@
@check_down:
lda #Joypad::BUTTON_DOWN
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @check_select
lda #SPRITE_Y_POSITION1
@@ -60,13 +60,13 @@
@check_select:
lda #Joypad::BUTTON_SELECT
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
bne @do_select
;; If none of the above has been pressed, our only possibility is the
;; start button. If that's the case, jump there, otherwise quit.
lda #(Joypad::BUTTON_START | Joypad::BUTTON_A)
- and Joypad::zp_buttons1
+ and Joypad::zp_buttons
beq @end
JAL start