your song is good, and mirai isn't letting me post or edit.
:/
also, I thunk it be seil vous plait, bud.
:/
also, I thunk it be seil vous plait, bud.
The values are 0 or 1, 0 for Right and 1 for Left.Noxid said:So, function here grabs player position, runs a comparison, and assigns A a value of 0 or !0 based upon where we are.
LDA means something like LoaD Accumulator, and loads the register into A, not the other way around.Noxid said:Mov register A to the entity's velocity?
Is velocity E0? if ==, jump to the end
Decrease register A by 1
This command I don't really get the mnemonics of, looks like Store A in register B6, but what's the x for?
last line is an unconditional jump command?
Oh, I should've explained it more, since I guess they're more SMW specific.Noxid said:These mnemonics are so silly! However, I don't see an INCrement or DECrement command in there; did you perhaps forget that, or is it somewhere else?
Yeah, the naming part is sorta neat, but that's because there's no address to refer to if I was to jump otherwise.Noxid said:I can sorta see how the jumps and checks work (You have to name them instead of just referring to the address? strange.) and they look fine.
Yeap.Noxid said:Also, I guess butes they be.
The first 5 lines simply call a function elsewhere that check Luigi's direction, and then stores the direction in the sprite, so it's always facing him.Code said:LDA #$10
STA $AA,x
JSR SUB_HORZ_POS
TYA
STA $157C,x
CMP #$00
BNE RIGHT
LDA $B6
CMP #$E0
BEQ MAX_SPEED_LEFT
DEA
STA $B6,x
BRA LEFT
RIGHT
LDA $B6
CMP #$1F
BEQ MAX_SPEED_RIGHT
INA
STA $B6,x
LEFT
MAX_SPEED_LEFT
MAX_SPEED_RIGHT