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Create macro for advancing sprite array pointers.

main
Colin McMillen 9 years ago
parent
commit
bb674fced2
  1. 57
      pewpew.asm

57
pewpew.asm

@ -47,6 +47,15 @@ rep #%00010000 ; 16-bit X/Y.
; Modifies X and Y to move to the next elements in the sprite tables.
.MACRO AdvanceSpritePointers
.rept 4
inx
.endr
iny
.ENDM
.BANK 0 SLOT 0
.ORG 0
.SECTION "MainCode"
@ -958,11 +967,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%11000000 ; Enable large sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
; Now add enemy ships.
sty $00 ; Save sprite table 2 index.
@ -984,14 +989,10 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
ldy $00
lda #%11000000 ; Enable large sprite.
sta spriteTableScratchStart, Y
iny
AdvanceSpritePointers
sty $00
ply ; Restore enemyShipArray index.
.rept 4
inx
.endr
+
.rept enemyShipSize
iny
@ -1018,13 +1019,10 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
ldy $00
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
iny
AdvanceSpritePointers
sty $00
ply ; Restore playerShotArray index.
.rept 4
inx
.endr
+
.rept shotSize
iny
@ -1056,10 +1054,8 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
inc $01
bra -
+
@ -1083,10 +1079,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
; Second digit.
lda playerScore
@ -1107,10 +1100,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
; Third digit.
lda playerScore + 1
@ -1129,10 +1119,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
; Fourth digit.
lda playerScore + 1
@ -1153,11 +1140,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
sta spriteTableStart + 3, X
lda #%01000000 ; Enable small sprite.
sta spriteTableScratchStart, Y
.rept 4
inx
.endr
iny
AdvanceSpritePointers
; Now clear out the unused entries in the sprite table.
-
@ -1165,9 +1148,7 @@ UpdateSprites: ; TODO: refactor into smaller pieces.
beq +
lda #1
sta spriteTableStart, X
.rept 4
inx
.endr
AdvanceSpritePointers
bra -
+
rts

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