minor documentation corrections/clarifications
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@ -2,7 +2,7 @@
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_Contra_ is already a challenging game. However, it gets even more difficult
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_Contra_ is already a challenging game. However, it gets even more difficult
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the more times you beat the game. This documents the ways in which beating the
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the more times you beat the game. This documents the ways in which beating the
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game affects the behavior of subsequent playthoughs.
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game affects the behavior of subsequent playthroughs.
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The game keeps track of the number of times the player(s) beat the game in the
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The game keeps track of the number of times the player(s) beat the game in the
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variable `GAME_COMPLETION_COUNT`, located at CPU memory address `$31`.
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variable `GAME_COMPLETION_COUNT`, located at CPU memory address `$31`.
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@ -347,8 +347,8 @@ article on this. These specifics are also outlined below.
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When the first byte of the sprite code is #$fe, the sprite is a "small" sprite.
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When the first byte of the sprite code is #$fe, the sprite is a "small" sprite.
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Small sprites are composed of #$3 bytes, including the #$fe byte. Small sprites
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Small sprites are composed of #$3 bytes, including the #$fe byte. Small sprites
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always have their X position set to #$fc (-4) and their Y position set to #$f8
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always have their X position shifted left by #$04 and their Y position shifted
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(-8).
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up byte #$08.
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* Byte 0 is #$fe and signifies the sprite is a small sprite
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* Byte 0 is #$fe and signifies the sprite is a small sprite
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* Byte 1 specifies the tile number
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* Byte 1 specifies the tile number
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@ -4179,7 +4179,7 @@ load_sprite_to_cpu_mem:
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; the second byte is the pattern table tile, and the third byte is the sprite attributes
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; the second byte is the pattern table tile, and the third byte is the sprite attributes
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; the X position is set to #$fc (-4 decimal) and the Y position is set to #$f8 (-8 decimal) from SPRITE_Y_POS.
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; the X position is set to #$fc (-4 decimal) and the Y position is set to #$f8 (-8 decimal) from SPRITE_Y_POS.
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@load_small_sprite:
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@load_small_sprite:
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ldx $04 ; load sprite y position
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ldx $04 ; load OAM write offset
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lda #$f8 ; a = -#$08
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lda #$f8 ; a = -#$08
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clc ; clear carry in preparation for addition
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clc ; clear carry in preparation for addition
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adc $01 ; subtract #$08 from y position
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adc $01 ; subtract #$08 from y position
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@ -268,7 +268,7 @@ CURRENT_LEVEL:
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GAME_COMPLETION_COUNT:
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GAME_COMPLETION_COUNT:
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.res 1
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.res 1
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; $32 -P1 number of lives, #$00 is last life, on game over stays #$00
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; $32 - P1 number of lives, #$00 is last life, on game over stays #$00
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; but P1_GAME_OVER_STATUS becomes #$01
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; but P1_GAME_OVER_STATUS becomes #$01
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P1_NUM_LIVES:
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P1_NUM_LIVES:
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.res 1
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.res 1
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