diff --git a/028.bs/game1.s b/028.bs/game1.s index d6f239b..59efc01 100644 --- a/028.bs/game1.s +++ b/028.bs/game1.s @@ -294,7 +294,6 @@ Update: jsr InstallNextPathwayColor .dontInstallNextPathwayColor: add.w #1,pathwayFadeCount - ;; jsr CheckPlayerMiss rts @@ -465,7 +464,6 @@ RenderNextForegroundFrame: RenderPathway: move.w pathwayXIndex,d5 ; x index - ;;sub.w #1,pathwayRenderPending .loopX: move.w #6,d6 ; y index move.w #0,d7 ; number of rows without a pathway @@ -691,11 +689,10 @@ PostMissedTile: jsr SelectNextPlayerSprite bra Reset - BigBang: -finishScrollLoop: +.finishScrollLoop: ; finish the current foreground tile scroll to clear any half cleared tiles move.l foregroundScrollX,d0 lsr.l #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels and.b #$f,d0 @@ -709,9 +706,9 @@ finishScrollLoop: jsr WaitVerticalBlank bsr HoriScrollPlayfield jsr SwitchBuffers - bra finishScrollLoop - -.scrollFinished + bra .finishScrollLoop +.scrollFinished: + PlaySound Falling jsr WaitVerticalBlank jsr PlayNextSound diff --git a/028.bs/items.s b/028.bs/items.s index 0c9facb..2cb87e4 100644 --- a/028.bs/items.s +++ b/028.bs/items.s @@ -166,7 +166,6 @@ _SetupItemSpriteData: ;; move.w ITEM_X(a1),d0 move.w ITEM_LAGX(a1),d0 lsr.w #FOREGROUND_SCROLL_SHIFT_CONVERT,d0 ; convert to pixels - ;; move.w ITEM_X(a1),ITEM_LAGX(a1) add.w #ITEM_SPRITE_HORIZONTAL_START_PIXELS,d0 diff --git a/028.bs/player.s b/028.bs/player.s index 0071331..0e8d270 100644 --- a/028.bs/player.s +++ b/028.bs/player.s @@ -60,7 +60,6 @@ UpdatePlayerFallingAnimation: move.w spritePlayerFallingAnimation,d0 lsr.w #1,d0 mulu.w #PLAYER_SPRITE_VERTICAL_BYTES,d0 - ;; move.l #spriteFalling1,a0 move.l playerSpriteConfig,a0 move.l PLAYER_SPRITE_FALLING_DATA(a0),a0 @@ -152,7 +151,6 @@ UpdatePlayer: .notLeft: cmp.w #$cf,spriteX blt .noScroll - ;; move.w #1,moving .noScroll: rts @@ -218,7 +216,6 @@ SpriteDisableAuto: SetupSpriteData: move.l currentSprite,a0 move.w spriteLagX,d0 - ;; move.w spriteX,spriteLagX move.w d0,d1 andi #1,d1