Display dynamic->static optimizations

This commit is contained in:
Pecusx
2022-09-16 17:54:56 +02:00
parent 2a83fa962d
commit 9c5c701ca1
5 changed files with 36 additions and 52 deletions
+2 -7
View File
@@ -77,7 +77,6 @@
.zpvar Counter .byte ;temporary Counter for outside loops
.zpvar ExplosionRadius .word ;because when adding in xdraw it is double byte
.zpvar ResultY .byte
; .zpvar FallDown2 .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
@@ -620,8 +619,6 @@ ShootNow
lda HitFlag ;0 if missed
beq missed
lda #0
; sta FallDown2
jsr Explosion
continueMainRoundLoopAfterSeppuku
@@ -647,8 +644,8 @@ NoExistNoFall
dex
bpl TanksFallDown
mvx tempor2 TankNr
missed
missed
; TODO: IS IT OK??? possibly a fix here needed for #56
ldy WeaponDepleted
bne @+
@@ -782,7 +779,6 @@ NoPlayerNoDeath
;cleanup of the soil fall down ranges (left and right)
sta RangeRight
sta RangeRight+1
; sta FallDown2
mwa #screenwidth RangeLeft
; We are randomizing the weapon now.
@@ -889,11 +885,10 @@ NotNegativeShieldEnergy
;---------------------------------
.proc Seppuku
lda #0
;sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr
lda #0 ; turn off defense weapons when hara-kiring
; lda #0 ; turn off defense weapons when hara-kiring
sta ActiveDefenceWeapon,x
sta ShieldEnergy,x
jsr SetupXYdraw