More optimizations (158b saved) - please test!

This commit is contained in:
Pecusx
2022-09-02 13:54:57 +02:00
parent aa02b10bda
commit a441357948
4 changed files with 24 additions and 78 deletions
+12 -4
View File
@@ -584,6 +584,11 @@ UnequalTanks
.endp
;-------------------------------------------------
.proc ClearTanks
jsr PMoutofScreen
mva #1 Erase ; erase tanks flag
.endp
;--
.proc drawtanks
;-------------------------------------------------
lda TankNr
@@ -601,6 +606,7 @@ DrawNextTank
pla
sta TankNr
mva #1 Erase ; no erase tanks flag
rts
.endp
;---------
@@ -645,7 +651,8 @@ DrawTankNrX
jsr SetupXYdraw
jsr TypeChar
lda Erase
jne noTankNoPM
; now P/M graphics on the screen (only for 5 tanks)
; horizontal position
ldx TankNr
@@ -729,7 +736,7 @@ ZeroesToGo6
bne ClearPM6
NoPlayerMissile
noTankNoPM
ldy #$01
lda Erase
beq @+
@@ -1334,8 +1341,8 @@ drawmountainspixelloop
; how it works. I have just translated Polish comment
; but I do not understand a word of it :)
; If you know how it works, please write here :))))
jsr PMoutofscreen
jsr ClearTanks
NoClearTanks
; First we look for highest pixels and fill with their coordinates
; both tables
@@ -1433,6 +1440,7 @@ ColumnIsReady
; now correct heights are in the mountaintable
sta color ; Pozor! :) we know - now A=1
mva #sfx_silencer sfx_effect
jsr DrawTanks
rts
.endp