diff --git a/grafproc.asm b/grafproc.asm index e3e1d19..f25ef57 100644 --- a/grafproc.asm +++ b/grafproc.asm @@ -1085,7 +1085,7 @@ EndOfFCycle ; here we draw parachute ldx TankNr jsr DrawTankParachute - wait ; onli if tank with patachute + jsr WaitOneFrame ; onli if tank with patachute RapidFalling DoNotDrawParachute lda EndOfTheFallFlag diff --git a/scorch.asm b/scorch.asm index c6a40e1..cdb30ba 100644 --- a/scorch.asm +++ b/scorch.asm @@ -1441,7 +1441,10 @@ peopleAreHere noKey rts .endp - +.proc WaitOneFrame + wait + rts +.endp ;-------------------------------------------------- .proc RmtSongSelect ;-------------------------------------------------- diff --git a/scorch.xex b/scorch.xex index 18a8a9b..0863833 100644 Binary files a/scorch.xex and b/scorch.xex differ diff --git a/weapons.asm b/weapons.asm index 0a612b4..6df7ef9 100644 --- a/weapons.asm +++ b/weapons.asm @@ -893,8 +893,8 @@ Rollin sta HeightRol ; relative point RollinContinues - wait - wait + jsr WaitOneFrame + jsr WaitOneFrame ; new point is set adw xdraw #mountaintable tempXROLLER ldy #0 @@ -1031,7 +1031,7 @@ NoColor ; jump here with color=0 to clean dirt ; current dirt width sta magic NextRow - wait + jsr WaitOneFrame ldy magic NextLine lda random @@ -1168,7 +1168,7 @@ ContinueToCheckMaxForce2 jsr DrawTankNr - wait ; best after drawing a tank + jsr WaitOneFrame ; best after drawing a tank @@ -2360,7 +2360,7 @@ NextLine1 dex bpl NextLine1 ; - wait ; wait uses A and Y + jsr WaitOneFrame ; wait uses A only ; second loop - inverse again and put random "snow" to column of bytes ldx #120 ldy magic