diff --git a/lumber.asm b/lumber.asm index 05a49da..e71e51f 100644 --- a/lumber.asm +++ b/lumber.asm @@ -199,7 +199,7 @@ DLI2 DLI3 cmp #2 bne DLI4 - mva #$72 COLPF2 ; hat + mva #$82 COLPF2 ; hat :5 STA WSYNC mva #$0c COLPF2 inc dliCount @@ -210,7 +210,7 @@ DLI4 bne DLI5 sta WSYNC mva #>font_game_upper CHBASE - mva #$ec COLPF2 ; button and buckle + mva #$ea COLPF2 ; button and buckle inc dliCount pla rti @@ -322,7 +322,7 @@ EndOfStartScreen */ loop ; PUT GAME HERE lda branches_list+5 - cmp LumberjackDir ; branch and Lumerjack ? + cmp LumberjackDir ; branch and Lumberjack ? jeq LevelDeath lda LastKey cmp #$ff @@ -497,7 +497,7 @@ LevelOver mva #>font_game_rip LowCharsetBase mwa #last_line_RIP lastline_addr jsr HidePM - lda LumberjackDir ; branch and Lumerjack ? + lda LumberjackDir ; branch and Lumberjack ? cmp branches_list+5 beq BranchDeath ;no branch death @@ -1003,7 +1003,7 @@ draw_bar_loop ; last char in bar txa sta Power,y - lda #PowerCharEmpty ; becouse naxt in bar chars are empty + lda #PowerCharEmpty ; because next in bar chars are empty bne next_char not_last_bar_char sta Power,y @@ -1023,14 +1023,14 @@ draw_branch0 tax ; this is partialy off-screen branch ; we must draw only visible lines - ; now calculate start screen adress + ; now calculate start screen address lda #5 sec sbc branches_anim_phase :5 asl ; skippedlines*32 tay ; to skip lines txa - ; now calculate start screen adress + ; now calculate start screen address :5 asl ; phase*32 ;clc adc #<(gamescreen_middle-5*32) @@ -1044,7 +1044,7 @@ draw_branch0 lda branch_addr_tableH,x sta temp2+1 ; skiping off-screen lines - ; ldy #$00 ; we hawe value in Y + ; ldy #$00 ; we have value in Y @ lda (temp2),y sta (temp),y iny @@ -1052,7 +1052,7 @@ draw_branch0 bne @- draw_branch1 lda branches_anim_phase - ; now calculate start screen adress + ; now calculate start screen address :5 asl ; phase*32 ;clc adc #