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Remove username from TODOs

main
Colin McMillen 9 years ago
parent
commit
c17b137ab2
  1. 26
      pewpew.asm

26
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

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