diff --git a/gamemanager.s b/gamemanager.s index e0430a2..fcc9d21 100644 --- a/gamemanager.s +++ b/gamemanager.s @@ -360,8 +360,8 @@ changeAngle: tax jsr playerDeltaAngle - ldy currentPlayer - jsr renderPlayerHeader +; ldy currentPlayer +; jsr renderPlayerHeader stz angleDeltaRequested rts @@ -377,8 +377,8 @@ changePower: tax jsr playerDeltaPower - ldy currentPlayer - jsr renderPlayerHeader +; ldy currentPlayer +; jsr renderPlayerHeader stz powerDeltaRequested rts diff --git a/progressBar.s b/progressBar.s index 72806f7..e73419b 100644 --- a/progressBar.s +++ b/progressBar.s @@ -67,19 +67,19 @@ renderProgressBar: BITS8A lda #BORDER ; Left border - sta VRAMBANK,x - sta VRAMBANK+160,x - sta VRAMBANK+160*2,x - sta VRAMBANK+160*3,x - sta VRAMBANK+160*4,x - sta VRAMBANK+160*5,x - sta VRAMBANK+160*6,x - sta VRAMBANK+160*7,x + sta SHADOWVRAMBANK,x + sta SHADOWVRAMBANK+160,x + sta SHADOWVRAMBANK+160*2,x + sta SHADOWVRAMBANK+160*3,x + sta SHADOWVRAMBANK+160*4,x + sta SHADOWVRAMBANK+160*5,x + sta SHADOWVRAMBANK+160*6,x + sta SHADOWVRAMBANK+160*7,x inx renderProgressBarLoop: lda #BORDER - sta VRAMBANK,x ; Top border - sta VRAMBANK+160*7,x ; Bottom border + sta SHADOWVRAMBANK,x ; Top border + sta SHADOWVRAMBANK+160*7,x ; Bottom border cpy currentProgressBar+CBR_CURRENT bcs renderProgressBarEmpty @@ -87,12 +87,12 @@ renderProgressBarLoop: lda #FILL renderProgressBarFill: - sta VRAMBANK+160*1,x ; Bar - sta VRAMBANK+160*2,x - sta VRAMBANK+160*3,x - sta VRAMBANK+160*4,x - sta VRAMBANK+160*5,x - sta VRAMBANK+160*6,x + sta SHADOWVRAMBANK+160*1,x ; Bar + sta SHADOWVRAMBANK+160*2,x + sta SHADOWVRAMBANK+160*3,x + sta SHADOWVRAMBANK+160*4,x + sta SHADOWVRAMBANK+160*5,x + sta SHADOWVRAMBANK+160*6,x inx iny @@ -100,14 +100,14 @@ renderProgressBarFill: bne renderProgressBarLoop lda #BORDER ; Right border - sta VRAMBANK,x - sta VRAMBANK+160,x - sta VRAMBANK+160*2,x - sta VRAMBANK+160*3,x - sta VRAMBANK+160*4,x - sta VRAMBANK+160*5,x - sta VRAMBANK+160*6,x - sta VRAMBANK+160*7,x + sta SHADOWVRAMBANK,x + sta SHADOWVRAMBANK+160,x + sta SHADOWVRAMBANK+160*2,x + sta SHADOWVRAMBANK+160*3,x + sta SHADOWVRAMBANK+160*4,x + sta SHADOWVRAMBANK+160*5,x + sta SHADOWVRAMBANK+160*6,x + sta SHADOWVRAMBANK+160*7,x BITS16 RESTORE_AXY