diff --git a/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist b/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist index 0d0faee..c7870af 100644 --- a/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist +++ b/BuGS.xcodeproj/xcuserdata/jrand.xcuserdatad/xcschemes/xcschememanagement.plist @@ -7,7 +7,7 @@ Binary.xcscheme_^#shared#^_ orderHint - 3 + 1 BuGS.xcscheme_^#shared#^_ @@ -17,12 +17,12 @@ DiskImage.xcscheme_^#shared#^_ orderHint - 1 + 2 doNotBuild.xcscheme_^#shared#^_ orderHint - 2 + 3 diff --git a/BuGS/gameSegments.s b/BuGS/gameSegments.s index 3ff7473..19ccbfc 100644 --- a/BuGS/gameSegments.s +++ b/BuGS/gameSegments.s @@ -1507,8 +1507,8 @@ addBodySegment_fast anop ; This is a bit weird but we pretend the body segment is in the bottom RHS tile while it is offscreen. ; We have to put in a valid game tile here and it doesn't matter if body segments "collide". But we ; don't want head segments to collide with a off-screen body segment. Since the head segments always -; appear at the top, it is safe to just tuck the body segments away at the bottom RHS. - lda #NUM_GAME_TILES-1 +; appear at the top, it is safe to just tuck the body segments away at the top RHS. + lda #RHS_FIRST_TILE_OFFSET sta segmentCurrentTile-6,y sta segmentCurrentTile-4,y sta segmentCurrentTile-2,y @@ -1606,7 +1606,7 @@ addBodySegment_slow anop sta segmentTileOffsetsLR,y sta segmentTileOffsetsLR,y -; See the comment above why we pretend the body segment is at the bottom RHS tile. +; See the comment above why we pretend the body segment is at the top RHS tile. lda #RHS_FIRST_TILE_OFFSET sta segmentCurrentTile-14,y sta segmentCurrentTile-12,y diff --git a/BuGS/main.rez b/BuGS/main.rez index 1cd66b4..97d8dc1 100644 --- a/BuGS/main.rez +++ b/BuGS/main.rez @@ -63,7 +63,7 @@ resource rVersion (1) { { 1, /* Major version number in BCD */ 0, /* Minor version number in BCD */ - 0, /* Bug version number in BCD */ + 1, /* Bug version number in BCD */ release, /* Development phase */ 0 /* Release number */ },