Small memory optimisations

This commit is contained in:
Pecusx
2022-07-28 22:08:43 +02:00
parent f9fc25ec0f
commit 16f24793f6
3 changed files with 11 additions and 30 deletions
+4 -6
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@@ -272,6 +272,8 @@ skipzeroing
lda #0 lda #0
sta sizep0 ; P0-P1 widths sta sizep0 ; P0-P1 widths
sta sizep0+1 sta sizep0+1
sta colpf2s ; status line "off"
sta colpf1s
tax tax
@ sta singleRoundVars,x @ sta singleRoundVars,x
@@ -322,9 +324,6 @@ SettingEnergies
jsr SetMainScreen jsr SetMainScreen
jsr ColorsOfSprites jsr ColorsOfSprites
lda #0
sta colpf2s ; status line "off"
sta colpf1s
; lda #90 ; barrel fully erect ; lda #90 ; barrel fully erect
; ldx #MaxPlayers-1 ; ldx #MaxPlayers-1
@@ -336,9 +335,8 @@ SettingEnergies
jsr drawmountains ;draw them jsr drawmountains ;draw them
jsr drawtanks ;finally draw tanks jsr drawtanks ;finally draw tanks
lda #$00 mva #$00 TankSequencePointer
sta TankSequencePointer
sta TestFlightFlag
;---------round screen is ready--------- ;---------round screen is ready---------
mva #TextForegroundColor colpf1s ; status line "on" mva #TextForegroundColor colpf1s ; status line "on"
rts rts
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+7 -24
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@@ -1505,15 +1505,9 @@ NotStrongShoot
sta Force+1 sta Force+1
mva #sfx_shoot sfx_effect mva #sfx_shoot sfx_effect
AfterStrongShoot AfterStrongShoot
lda #$0
sta Force+2
lda AngleTable,x lda AngleTable,x
sta Angle sta Angle
lda #0
sta xtraj
sta ytraj
; Shoots tank nr X !!! :) ; Shoots tank nr X !!! :)
; set the starting coordinates of bullet with correction ; set the starting coordinates of bullet with correction
; to start where the tank's barrel ends ; to start where the tank's barrel ends
@@ -1522,26 +1516,15 @@ AfterStrongShoot
mwa EndOfTheBarrelX xtraj+1 mwa EndOfTheBarrelX xtraj+1
mva EndOfTheBarrely ytraj+1 mva EndOfTheBarrely ytraj+1
mva #0 ytraj+2 lda #0
sta Force+2
;ldy Angle sta ytraj+2
;clc sta xtraj
;lda xtankstableL,x sta ytraj
;adc EndOfTheBarrelX,y ; correction of X sta TestFlightFlag
;sta xtraj+1
;lda xtankstableH,x
;adc #$00
;sta xtraj+2
;sec
;lda ytankstable,x
;sbc EndOfTheBarrelY,y ; correction of Y
;sta ytraj+1
;lda #$00
;sbc #$00
;sta ytraj+2
; checking if the shot is underground (no Flight but Hit :) ) ; checking if the shot is underground (no Flight but Hit :) )
ldy #0 tay ; A=0 !
adw xtraj+1 #mountaintable temp adw xtraj+1 #mountaintable temp
lda ytraj+1 lda ytraj+1
cmp (temp),y ; check collision witch mountains cmp (temp),y ; check collision witch mountains