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13 lines
647 B
ArmAsm
13 lines
647 B
ArmAsm
; Wrapper around the SMB ROM code. This takes care of setting any memory locations
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; in the SMB ROM address space that interact with the system (like controller inputs).
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;
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; We also shim many of the LDA/STA instruction that modify the NES I/O to be
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; JSRs to small subroutines that enqueue any changes that are handled once
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; control returns. The queues are important, because we try to run the game
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; logic at 60 fps, but the screen will update significantly slower than that.
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;
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; By queuing the changes, we can "catch up" to the game logic and prioritize
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; audio output at 60 fps since audio stutter is much more disruptive that slow
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; FPS.
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