diff --git a/tb1_snes/checksum.inc b/tb1_snes/checksum.inc index 93ea5bd..ad040a5 100644 --- a/tb1_snes/checksum.inc +++ b/tb1_snes/checksum.inc @@ -1,2 +1,2 @@ - .word $190 ; Complement of checksum - .word $fe6f ; Unsigned 16-bit sum of ROM + .word $f93f ; Complement of checksum + .word $6c0 ; Unsigned 16-bit sum of ROM diff --git a/tb1_snes/level_1.s b/tb1_snes/level_1.s index d72e83d..4ac3061 100644 --- a/tb1_snes/level_1.s +++ b/tb1_snes/level_1.s @@ -1068,17 +1068,13 @@ move_enemies: ; Move Enemies! (first thing, if no new added) ;============================================== -; ldy #$0 ; point to enemies[0] + ldy #$20 ; point to enemies[0] handle_enemies: -; tya -; pha ; store y on stack - -; lda (ENEMY_PL),Y ; get enemy[y].out -; bne load_enemy_zero_page ; if enemy.out then we are good - -; jmp skip_to_next_enemy ; enemy is not out, so skip to next + jsr is_sprite_active ; set if enemy[y].out + bcs load_enemy_zero_page ; if enemy.out then we are good + jmp skip_to_next_enemy ; enemy is not out, so skip to next ;========================================== @@ -1452,13 +1448,12 @@ save_from_zero_page: skip_to_next_enemy: ; pla ; get saved value of Y -; clc -; adc #$9 ; add 9 to point to next -; tay -; cpy #NUM_ENEMIES*9 ; have we looped through them all? -; beq draw_the_boss ; if not, loop -; jmp handle_enemies + iny + + cpy #($20+NUM_ENEMIES) ; have we looped through them all? + beq draw_the_boss ; if not, loop + jmp handle_enemies ;===================================================