; init state ; initial state at start of game is for all vars to be 0 init_state: ; global game state lda #0 sta JOYSTICK_ENABLED sta UPDATE_POINTER ; game state in saves init lda #$0 ldy #WHICH_LOAD init_state_loop: sta 0,Y iny cpy #END_OF_SAVE bne init_state_loop ; testing ; lda #$ff ; sta MARKER_SWITCHES rts