SoilDown optimization - 63 bytes saved

This commit is contained in:
Pecusx
2022-08-31 10:26:00 +02:00
parent dbfae96022
commit dc896f81b0
4 changed files with 59 additions and 64 deletions
+7 -7
View File
@@ -103,7 +103,7 @@
.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 FallDown2 .byte
.zpvar xcircle .word
.zpvar ycircle .word
.zpvar vy .word
@@ -643,7 +643,7 @@ ShootNow
lda #0
sta FallDown1
sta FallDown2
; sta FallDown2
jsr Explosion
continueMainRoundLoopAfterSeppuku
@@ -658,9 +658,9 @@ AfterExplode
mva #1 Erase
jsr drawtanks
mva #0 Erase
lda FallDown2
beq NoFallDown2
jsr SoilDown2
; lda FallDown2
; beq NoFallDown2
jsr SoilDown2 ; allways
NoFallDown2
;here tanks are falling down
@@ -812,7 +812,7 @@ NoPlayerNoDeath
sta RangeRight
sta RangeRight+1
sta FallDown1
sta FallDown2
; sta FallDown2
mwa #screenwidth RangeLeft
; We are randomizing the weapon now.
@@ -920,7 +920,7 @@ NotNegativeShieldEnergy
.proc Seppuku
lda #0
sta FallDown1
sta FallDown2
;sta FallDown2
sta ydraw+1
; get position of the tank
ldx TankNr