mirror of
https://github.com/blondie7575/GSCats.git
synced 2024-06-07 21:29:31 +00:00
Fixed nasty memory overwrite
If terrain crater was on a mountain top, the crate math tried to compile above max terrain height
This commit is contained in:
parent
4b183a0d99
commit
2c1100f0b8
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@ -59,14 +59,14 @@
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isa = PBXGroup;
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children = (
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70E9D85F1F2BD95400555C19 /* equates.s */,
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700F21DE1F43E31300D7007D /* input.s */,
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70E9D8621F2BD95400555C19 /* macros.s */,
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706DF1641F2D39F700AA6680 /* loader.s */,
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701E708E2A67844B0030C35D /* loaderGraphics.s */,
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701E708F2A69CE520030C35D /* loadingBar.s */,
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701E70902A6A23800030C35D /* sharedGraphics.s */,
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70E9D8601F2BD95400555C19 /* graphics.s */,
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70E9D8611F2BD95400555C19 /* gscats.s */,
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70E9D8621F2BD95400555C19 /* macros.s */,
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70A80FB01F43D7F200BD34C9 /* gamemanager.s */,
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7099E3841F41022100182A82 /* gameobject.s */,
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70F011D123B989B800C8873F /* random.s */,
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706DF1651F2D4A8100AA6680 /* terrain.s */,
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@ -74,6 +74,7 @@
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70F011D023B91B2900C8873F /* dirt.s */,
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70C073091F5BAA3E009844A9 /* collision.s */,
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70F086A01F4230CB002446C3 /* utility.s */,
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700F21DE1F43E31300D7007D /* input.s */,
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700C39C51F2E5CA800C24F9C /* tables.s */,
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70E266E31F6F262D005AC7E4 /* circleTable.s */,
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70F0869F1F413A89002446C3 /* player.s */,
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@ -84,7 +85,6 @@
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700F21DF1F4A364600D7007D /* projectile.s */,
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705C54E62124B7F300515A6B /* fan.s */,
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708D1B1E27B9A1A600909AFC /* crosshair.s */,
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70A80FB01F43D7F200BD34C9 /* gamemanager.s */,
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70E554C41F807ADB00F3C871 /* spritebank.s */,
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70E9D8631F2BD95400555C19 /* Makefile */,
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70BDCBC92006AD5F00CB51F1 /* linkerConfig */,
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@ -294,6 +294,9 @@ compileTerrainDone:
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compileTerrainChunk:
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tya ; Be extra safe and make sure Y is never negative or we'll spray RAM with terrain data
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bmi compileTerrainChunkClampZero
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cpx #MAXTERRAINHEIGHT ; Same caution for top of terrain
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beq compileTerrainChunkResume
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bcs compileTerrainChunkClampTop
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compileTerrainChunkResume:
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stx SCRATCHL
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@ -309,7 +312,6 @@ compileTerrainChunkResume:
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compileTerrainChunkLoop:
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sty PARAML1
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;HARDBRK
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jsr compileTerrainRow
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iny
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cpy SCRATCHL
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@ -328,6 +330,9 @@ compileTerrainChunkClampZero:
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ldy #0
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bra compileTerrainChunkResume
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compileTerrainChunkClampTop:
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ldx #MAXTERRAINHEIGHT
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bra compileTerrainChunkResume
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; compileTerrainRow
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