Remove username from TODOs
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08fae310e8
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26
pewpew.asm
26
pewpew.asm
@ -5,7 +5,7 @@
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; TODO(mcmillen): define screen / ship / shot dimensions as constants.
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; TODO: define screen / ship / shot dimensions as constants.
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@ -103,7 +103,7 @@ LoadPaletteAndTileData:
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; Initialize the palette memory in a loop.
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; We could also do this with a DMA transfer (like we do with the tile data
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; below), but it seems overkill for just a few bytes. :)
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; TODO(mcmillen): do it with a DMA transfer.
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; TODO: do it with a DMA transfer.
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; First, sprite palette data:
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ldx #0
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@ -128,7 +128,7 @@ LoadPaletteAndTileData:
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cpx #8 ; 8 bytes of palette data.
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bne -
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; TODO(mcmillen): make the "DMA stuff into VRAM" a macro or function.
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; TODO: make the "DMA stuff into VRAM" a macro or function.
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; Set VMADDR to where we want the DMA to start. We'll store sprite data
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; at the beginning of VRAM.
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ldx #$0000
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@ -428,7 +428,7 @@ MaybeShoot:
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bra -
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+
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; Enable shot; set its position based on player position.
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; TODO(mcmillen): it might be easier/faster to keep N arrays: one for each
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; TODO: it might be easier/faster to keep N arrays: one for each
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; field of shot (shotSpriteArray, shotXArray, shotYArray, ...)
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lda #8 ; Sprite number.
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sta 0, X
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@ -540,7 +540,7 @@ SpawnEnemyShips:
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; TODO(mcmillen): reap ships if they move off the top, bottom, or right too.
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; TODO: reap ships if they move off the top, bottom, or right too.
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UpdateEnemyShips:
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ldy #0
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sty $00 ; Index into enemyShotArray.
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@ -550,7 +550,7 @@ UpdateEnemyShips:
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beq ++
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; Move the ship.
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; TODO(mcmillen): implement different movement based on AI-type.
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; TODO: implement different movement based on AI-type.
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lda enemyShipArray + 1, Y ; x
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clc
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adc #-2 ; x-velocity.
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@ -569,7 +569,7 @@ UpdateEnemyShips:
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bra ++
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+ ; Add a shot.
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; TODO(mcmillen): implement different shooting based on shoot-type.
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; TODO: implement different shooting based on shoot-type.
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lda enemyShipArray + 1, Y
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sta $02 ; Enemy ship X.
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lda enemyShipArray + 2, Y
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@ -662,8 +662,8 @@ UpdateShot: ; Updates position of one shot.
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bra UpdateShotY
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UpdateShotWithNegativeXVelocity:
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; TODO(mcmillen): wrap sprites when they go negative here, like we do
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; with y-velocities.
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; TODO: wrap sprites when they go negative here, like we do with
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; y-velocities.
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lda playerShotArray + 1, X ; Current x.
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clc
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adc $00
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@ -704,8 +704,8 @@ DisableShot:
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stz playerShotArray, X
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ShotDone:
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; TODO(mcmillen): in places where we .rept inx (etc), is it faster to use
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; actual addition?
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; TODO: in places where we .rept inx (etc), is it faster to use actual
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; addition?
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.rept shotSize
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inx
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.endr
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@ -804,7 +804,7 @@ UpdateBackgroundScroll:
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UpdateSprites: ; TODO(mcmillen): refactor into smaller pieces.
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UpdateSprites: ; TODO: refactor into smaller pieces.
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; This page is a good reference on SNES sprite formats:
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; http://wiki.superfamicom.org/snes/show/SNES+Sprites
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; It uses the same approach we're using, in which we keep a buffer of the
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@ -920,7 +920,7 @@ UpdateSprites: ; TODO(mcmillen): refactor into smaller pieces.
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ldy $00 ; Restore Y to its rightful self.
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; Now add sprites to show player health.
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; TODO(mcmillen): why aren't they in front?
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; TODO: why aren't they in front?
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stz $01
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lda #4
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sta $02
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