Fixed the horizontal movement of the mouse pointer on platforms with the VIC-II display chip.

ca65's logical (Boolean) NOT operator was used where bitwise NOT should be used.  The effect was that all sprites were shifted to the left side of a screen when the mouse sprite was put on the left side.
This commit is contained in:
Greg King 2020-11-27 21:19:49 -05:00
parent 8b42f570e9
commit a0d986faf8
3 changed files with 17 additions and 17 deletions

View File

@ -19,12 +19,12 @@
; Sprite definitions. The first value can be changed to adjust the number
; of the sprite used for the mouse. All others depend on this value.
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MEM = $0E00 ; Memory location
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.not MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MEM = $0E00 ; Memory location
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.bitnot MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
; --------------------------------------------------------------------------
; Initialize the mouse sprite.

View File

@ -21,11 +21,11 @@
; Sprite definitions. The first value can be changed to adjust the number
; of the sprite used for the mouse. All others depend on this value.
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.not MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.bitnot MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
; --------------------------------------------------------------------------
; Initialize the mouse sprite.

View File

@ -21,12 +21,12 @@
; Sprite definitions. The first value can be changed to adjust the number
; of the sprite used for the mouse. All others depend on that value.
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MEM = $F400 ; Memory location
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.not MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
MOUSE_SPR = 0 ; Sprite used for the mouse
MOUSE_SPR_MEM = $F400 ; Memory location
MOUSE_SPR_MASK = $01 .shl MOUSE_SPR ; Positive mask
MOUSE_SPR_NMASK = .lobyte(.bitnot MOUSE_SPR_MASK) ; Negative mask
VIC_SPR_X = (VIC_SPR0_X + 2*MOUSE_SPR) ; Sprite X register
VIC_SPR_Y = (VIC_SPR0_Y + 2*MOUSE_SPR) ; Sprite Y register
; --------------------------------------------------------------------------
; Initialize the mouse sprite.