minor documentation
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@ -542,7 +542,7 @@ game_end_routine_05:
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lda #$00 ; a = #$00
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sta GRAPHICS_BUFFER_MODE ; set GRAPHICS_BUFFER_MODE to #$00 to prepare writing text to screen (write_text_palette_to_mem)
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sta CURRENT_LEVEL ; set current level to #$00
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dec GAME_MODE ; reset game mode to normal (not demo, not intro)
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dec GAME_ROUTINE_INDEX ; set game routine to be game_routine_05 to start the first level
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rts
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; pointer table for ending credits text (#$49 * #$2 = #$90 bytes)
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@ -233,7 +233,7 @@ vertical_blank_entry:
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lda PPUSTATUS ; read PPU status with bit layout -> VSO- ----
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bpl vertical_blank_entry ; ensure still in VBLANK
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lda #$00 ; clear accumulator
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sta GAME_MODE ; set the game mode to normal #$00 (not demo)
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sta GAME_ROUTINE_INDEX ; set the game routine index so that game is in game_routine_00
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jsr clear_ppu ; initialize PPU
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ldx #$ff
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txs ; initialize stack pointer location to $01ff, stack range is from $01ff down to $0100 (descending stack)
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@ -5,10 +5,9 @@
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; palette colors.
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BANK_NUMBER = $8000
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GAME_MODE = $18 ; 0 for normal, 1 for demo, 3 for intro
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GAME_ROUTINE_INDEX = $18 ; which part of the game routine to execute (see game_routine_pointer_table)
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GAME_END_ROUTINE_INDEX = $19 ; which part of the ending sequence to execute (see game_end_routine_tbl)
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GAME_ROUTINE_INIT_FLAG = $19 ; used to determine if the current game_routine has initialized, used in game_routine_02 and game_routine_03
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GAME_END_ROUTINE_INDEX = $19 ; used after beating the game to know which part of the ending sequence to execute for sequencing the animations, credits, restart, etc. (see game_end_routine_tbl)
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GAME_ROUTINE_INIT_FLAG = $19 ; (same address as above) used to determine if the current game_routine has been initialized, used in game_routine_02 and game_routine_03
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FRAME_COUNTER = $1a ; the frame counter loops from #$00 to #$ff increments once per frame. Also known as the global timer
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NMI_CHECK = $1b ; set to #$01 at start of nmi and #$00 at end
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; used to track if nmi occurred during game loop
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