ds: optimize size a bit, remove excess alignments

This commit is contained in:
Vince Weaver 2019-11-12 22:29:49 -05:00
parent f77972b380
commit 3e8158b8c2
4 changed files with 54 additions and 53 deletions

View File

@ -1,3 +1,16 @@
Music glitching:
+ Demosplash
gen 4 pages
+ Apple II intro
plays for 2 pages
(MILD GLITCH)
+ Missing notice
TODO:
CYCLE: Apple II intro
+ Remove keyboard pause

View File

@ -103,7 +103,7 @@ loopB: dex ; 2
jmp display_loop ; 3
.align $100
;.align $100
;================================================
@ -426,7 +426,7 @@ no_keypress2:
appleii_done:
rts
.align $100
;.align $100
;=================================
; do nothing
@ -443,8 +443,9 @@ loop2: dex ; 2
bne loop1 ; 2nt/3
rts ; 6
do_nothing_end:
.assert >do_nothing = >do_nothing_end, error, "do_nothing crosses page"
forever_string:
.byte ' ','F','O','R','E','V','E','R'

View File

@ -6,9 +6,10 @@
demosplash2019:
;=========================
;==================================================
; clear zp
;=========================
; shouldn't have to do this, but uninit memory bugs
;==================================================
lda #0
ldy #128
zp_clear_loop:

View File

@ -22,14 +22,14 @@ GBASH = $27
BASL = $28
BASH = $29
H2 = $2C
V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
V2 = $2D
MASK = $2E
COLOR_MASK = $2F
COLOR = $30
SEEDL = $4e
SEEDH = $4f
SEEDL = $4e
SEEDH = $4f
XMAX = $50
; escape
@ -47,24 +47,6 @@ SPRITE_YPOS = $5D
BLAST1 = $5E
BLAST2 = $5F
FIRE = $6A
ASTEROID_EXPLODE = $6B
ASTEROID_SUBX = $6C
FIRE_X = $6D
LEVEL_DONE = $6E
YADD = $6F
WASTE_CYCLES = $C6
FOREVER_OFFSET = $C7
FRAME_OFFSET = $C8
FRAME_PAGE = $C9
AY_WRITE_TEMP = $CA
AY_WRITE_TEMP2 = $CB
FRAMEL = $60
FRAMEH = $61
WAITING = $62
@ -76,6 +58,13 @@ LETTERD = $67
LETTER = $68
BLARGH = $69
FIRE = $6A
ASTEROID_EXPLODE = $6B
ASTEROID_SUBX = $6C
FIRE_X = $6D
LEVEL_DONE = $6E
YADD = $6F
AY_REGISTERS = $70
A_FINE_TONE = $70
A_COARSE_TONE = $71
@ -113,22 +102,6 @@ KEYPTRH = $91
KEY_COUNTDOWN = $92
KEYPTR = $93
; More zero-page addresses
; we try not to conflict with anything DOS, MONITOR or BASIC related
HAVE_GUN = $BC ; C2 jail+
FIRST_SHIELD = $BD
COLLISION_X = $BE
COLLISION_Y = $BF
GREEN0 = $C0
GREEN1 = $C1
GREEN2 = $C2
GREEN3 = $C3
GREEN4 = $C4
ZERO = $C5
; have to be consecutive
DOOR_STATUS = $B0
DOOR_STATUS_H = $B1
@ -141,10 +114,24 @@ DOOR_XMIN_H = $B7
DOOR_XMAX = $B8
DOOR_XMAX_H = $B9
BEAST_ZAPPING = $CA ; 1
BEAST_DEAD = $CB ; 1
VENT_OPEN = $CC ; 2
INTRO_REPEAT = $CD ; INTRO
HAVE_GUN = $BC ; C2 jail+
FIRST_SHIELD = $BD
COLLISION_X = $BE
COLLISION_Y = $BF
GREEN0 = $C0
GREEN1 = $C1
GREEN2 = $C2
GREEN3 = $C3
GREEN4 = $C4
ZERO = $C5
WASTE_CYCLES = $C6
FOREVER_OFFSET = $C7
FRAME_OFFSET = $C8
FRAME_PAGE = $C9
AY_WRITE_TEMP = $CA
AY_WRITE_TEMP2 = $CB
ASTRONAUT_X = $CC
ASTRONAUT_Y = $CD
@ -232,9 +219,9 @@ BOULDER_Y = $E9 ; C1
SHOOTING_TOP = $E9 ; C1 cage
DUDE_X = $E9 ; C2 jail
STATE_NO_KEYPRESS = $80
STATE_CROUCHING = $40
STATE_RUNNING = $20
STATE_NO_KEYPRESS = $80
STATE_CROUCHING = $40
STATE_RUNNING = $20
ASTRONAUT_STATE = $EA
P_STANDING = $00
@ -298,7 +285,6 @@ ELEVATOR_OFFSET = $F9 ; C2 jail
VENT_DEATH = $F9 ; C3
BG_SCROLL = $F9 ; C4
TEMP = $FA
TEMPY = $FB
INL = $FC