snes: better enemy movement

This commit is contained in:
Vince Weaver 2013-02-06 01:18:55 -05:00
parent da4593e688
commit 4acb1d16c8
2 changed files with 15 additions and 20 deletions

View File

@ -1,2 +1,2 @@
.word $e6b2 ; Complement of checksum
.word $194d ; Unsigned 16-bit sum of ROM
.word $d328 ; Complement of checksum
.word $2cd7 ; Unsigned 16-bit sum of ROM

View File

@ -1110,11 +1110,11 @@ move_enemy_x:
lsr A
; cmp ENEMY_XMIN ; are we less than xmin?
; bmi switch_dir_enemy_x ; if so, switch direction
cmp ENEMY_XMIN ; are we less than xmin?
bmi switch_dir_enemy_x ; if so, switch direction
; cmp ENEMY_XMAX ; are we greater than xmax?
; bpl switch_dir_enemy_x ; if so, switch direction
cmp ENEMY_XMAX ; are we greater than xmax?
bpl switch_dir_enemy_x ; if so, switch direction
jmp move_enemy_y
@ -1164,26 +1164,21 @@ no_y_special_case:
lsr A
lsr A
; cmp #$12 ; is y<=12?
; bmi done_enemy_y ; if so no need to do anything
; beq done_enemy_y
cmp #50 ; is y<=12?
bmi done_enemy_y ; if so no need to do anything
beq done_enemy_y
; off screen
; pla ; pop saved Y off stack
; tay
; pha ; push y back on stack
jsr deactivate_sprite ; set enemy[i].out=0
; lda #$0
; sta (ENEMY_PL),Y ; set enemy[i].out=0
dec TOTAL_ENEMIES_OUT
; dec TOTAL_ENEMIES_OUT
lda BONUS_FLAGS
and #<(~PERFECT_KILLS)
sta BONUS_FLAGS
; lda BONUS_FLAGS
; and #<(~PERFECT_KILLS)
; sta BONUS_FLAGS
; jmp skip_to_next_enemy ; skip to next enemy
jmp skip_to_next_enemy ; skip to next enemy
done_enemy_y: