From c17b137ab2d698377bac55fbcee2b857aca068f8 Mon Sep 17 00:00:00 2001 From: Colin McMillen Date: Sat, 6 Jun 2015 18:05:57 -0400 Subject: [PATCH] Remove username from TODOs --- pewpew.asm | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/pewpew.asm b/pewpew.asm index ffda5c6..0fadb6f 100644 --- a/pewpew.asm +++ b/pewpew.asm @@ -5,7 +5,7 @@ -; TODO(mcmillen): define screen / ship / shot dimensions as constants. +; TODO: define screen / ship / shot dimensions as constants. @@ -103,7 +103,7 @@ LoadPaletteAndTileData: ; Initialize the palette memory in a loop. ; We could also do this with a DMA transfer (like we do with the tile data ; below), but it seems overkill for just a few bytes. :) - ; TODO(mcmillen): do it with a DMA transfer. + ; TODO: do it with a DMA transfer. ; First, sprite palette data: ldx #0 @@ -128,7 +128,7 @@ LoadPaletteAndTileData: cpx #8 ; 8 bytes of palette data. bne - - ; TODO(mcmillen): make the "DMA stuff into VRAM" a macro or function. + ; TODO: make the "DMA stuff into VRAM" a macro or function. ; Set VMADDR to where we want the DMA to start. We'll store sprite data ; at the beginning of VRAM. ldx #$0000 @@ -428,7 +428,7 @@ MaybeShoot: bra - + ; Enable shot; set its position based on player position. - ; TODO(mcmillen): it might be easier/faster to keep N arrays: one for each + ; TODO: it might be easier/faster to keep N arrays: one for each ; field of shot (shotSpriteArray, shotXArray, shotYArray, ...) lda #8 ; Sprite number. sta 0, X @@ -540,7 +540,7 @@ SpawnEnemyShips: -; TODO(mcmillen): reap ships if they move off the top, bottom, or right too. +; TODO: reap ships if they move off the top, bottom, or right too. UpdateEnemyShips: ldy #0 sty $00 ; Index into enemyShotArray. @@ -550,7 +550,7 @@ UpdateEnemyShips: beq ++ ; Move the ship. - ; TODO(mcmillen): implement different movement based on AI-type. + ; TODO: implement different movement based on AI-type. lda enemyShipArray + 1, Y ; x clc adc #-2 ; x-velocity. @@ -569,7 +569,7 @@ UpdateEnemyShips: bra ++ + ; Add a shot. - ; TODO(mcmillen): implement different shooting based on shoot-type. + ; TODO: implement different shooting based on shoot-type. lda enemyShipArray + 1, Y sta $02 ; Enemy ship X. lda enemyShipArray + 2, Y @@ -662,8 +662,8 @@ UpdateShot: ; Updates position of one shot. bra UpdateShotY UpdateShotWithNegativeXVelocity: - ; TODO(mcmillen): wrap sprites when they go negative here, like we do - ; with y-velocities. + ; TODO: wrap sprites when they go negative here, like we do with + ; y-velocities. lda playerShotArray + 1, X ; Current x. clc adc $00 @@ -704,8 +704,8 @@ DisableShot: stz playerShotArray, X ShotDone: - ; TODO(mcmillen): in places where we .rept inx (etc), is it faster to use - ; actual addition? + ; TODO: in places where we .rept inx (etc), is it faster to use actual + ; addition? .rept shotSize inx .endr @@ -804,7 +804,7 @@ UpdateBackgroundScroll: -UpdateSprites: ; TODO(mcmillen): refactor into smaller pieces. +UpdateSprites: ; TODO: refactor into smaller pieces. ; This page is a good reference on SNES sprite formats: ; http://wiki.superfamicom.org/snes/show/SNES+Sprites ; It uses the same approach we're using, in which we keep a buffer of the @@ -920,7 +920,7 @@ UpdateSprites: ; TODO(mcmillen): refactor into smaller pieces. ldy $00 ; Restore Y to its rightful self. ; Now add sprites to show player health. - ; TODO(mcmillen): why aren't they in front? + ; TODO: why aren't they in front? stz $01 lda #4 sta $02