change naming convention for one variable
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c2e89a5487
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2 changed files with 12 additions and 9 deletions
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@ -11,9 +11,12 @@
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;; 16-bit value, we reuse bytes from Y_pos
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;; 16-bit value, we reuse bytes from Y_pos
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Y_pos_offset_hi = $EC
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Y_pos_offset_hi = $EC
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Y_pos_offset_lo = Y_pos
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Y_pos_offset_lo = Y_pos
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;; 16-bit value, we reuse bytes from code
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petski_position_lo = code
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;; What you will see bellow is .. interesting. I want to reuse
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petski_position_hi = code + 1 # this clobers the ARGVEK space ik but it's faster. CURSED AF
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;; code and I need it for a 16-bit pointer. Because 6502 pointers expect the bytes to be besides each other
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;; I need to use code +1 to store data even though its fot ARGVEK.
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;; Thats why it's cursed
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petski_position = code ; 16 bit value uses (code +1)
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;; values
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;; values
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VIC_bank = $4000
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VIC_bank = $4000
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@ -19,7 +19,7 @@
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initial:
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initial:
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;We first need to clear some memory
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;We first need to clear some memory
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LDA #$00
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LDA #$00
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STA petski_position_hi
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STA petski_position + 1
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STA Y_pos_offset_hi
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STA Y_pos_offset_hi
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STA X_pos_offset_hi
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STA X_pos_offset_hi
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@ -27,10 +27,10 @@ initial:
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;; This is code *8 because 8byte is one character
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;; This is code *8 because 8byte is one character
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;; *8 = 2*2*2
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;; *8 = 2*2*2
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ASL code ;Will never owerflow, therefore 8byte
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ASL code ;Will never owerflow, therefore 8byte
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Mult_16 petski_position_lo, petski_position_hi
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Mult_16 petski_position, petski_position + 1
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Mult_16 petski_position_lo, petski_position_hi
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Mult_16 petski_position, petski_position + 1
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;; Add starting position
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;; Add starting position
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Add_16 petski_position_lo, petski_position_hi, #<Character_generator_ROM , #>Character_generator_ROM, !
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Add_16 petski_position, petski_position + 1, #<Character_generator_ROM , #>Character_generator_ROM, !
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;;Calculate screen_position to use
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;;Calculate screen_position to use
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Mov_16 screen_position, screen_position + 1, #<VIC_bank, #>VIC_bank
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Mov_16 screen_position, screen_position + 1, #<VIC_bank, #>VIC_bank
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@ -64,11 +64,11 @@ initial:
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;; One character is 8 byte, move these bytes to screen
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;; One character is 8 byte, move these bytes to screen
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LDY #$07
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LDY #$07
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@loop:
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@loop:
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LDA (petski_position_lo), Y
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LDA (petski_position), Y
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STA (screen_position), Y
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STA (screen_position), Y
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DEY
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DEY
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BNE @loop
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BNE @loop
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LDA (petski_position_lo), Y
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LDA (petski_position), Y
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STA (screen_position), Y
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STA (screen_position), Y
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RTS
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RTS
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.endproc
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.endproc
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