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author | Jesse Luehrs <doy@tozt.net> | 2014-10-06 12:00:05 -0400 |
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committer | Jesse Luehrs <doy@tozt.net> | 2014-10-06 12:00:05 -0400 |
commit | 4e30e6509eea40f44d1d38316433c684257b4f8a (patch) | |
tree | 31d0cabdcd648f55f52e2930088b5ce21bd6e155 | |
parent | a0f6ce0b91877c6c26ca86ea282adbb791684736 (diff) | |
download | nes-snake-4e30e6509eea40f44d1d38316433c684257b4f8a.tar.gz nes-snake-4e30e6509eea40f44d1d38316433c684257b4f8a.zip |
stop using named labels for short loops
-rw-r--r-- | main.s | 17 |
1 files changed, 8 insertions, 9 deletions
@@ -46,9 +46,9 @@ RESET: STX $2001.w ; disable rendering (same) STX $4010.w ; disable DMC IRQs -vblankwait1: ; First wait for vblank to make sure PPU is ready - BIT $2002 ; bit 7 of $2002 is reset once vblank ends - BPL vblankwait1 ; and bit 7 is what is checked by BPL + ; First wait for vblank to make sure PPU is ready +- BIT $2002 ; bit 7 of $2002 is reset once vblank ends + BPL - ; and bit 7 is what is checked by BPL ; set everything in ram ($0000-$07FF) to $00, except for $0200-$02FF which ; is conventionally used to hold sprite attribute data. we set that range @@ -81,9 +81,9 @@ clrmem: LDA #30 STA frame_skip -vblankwait2: ; Second wait for vblank, PPU is ready after this - BIT $2002 - BPL vblankwait2 + ; Second wait for vblank, PPU is ready after this +- BIT $2002 + BPL - ; now that the ppu is ready, we can start initializing it LoadPalettes: @@ -108,9 +108,8 @@ LoadPalettesLoop: loop: INC sleeping -sleep: - LDA sleeping - BNE sleep +- LDA sleeping + BNE - JSR read_controller1 |