minor colour and typos corrections

This commit is contained in:
6502adam
2025-03-11 23:02:28 +01:00
parent eff0aecec2
commit f065547e89
+13 -13
View File
@@ -199,7 +199,7 @@ DLI2
DLI3
cmp #2
bne DLI4
mva #$72 COLPF2 ; hat
mva #$82 COLPF2 ; hat
:5 STA WSYNC
mva #$0c COLPF2
inc dliCount
@@ -210,7 +210,7 @@ DLI4
bne DLI5
sta WSYNC
mva #>font_game_upper CHBASE
mva #$ec COLPF2 ; button and buckle
mva #$ea COLPF2 ; button and buckle
inc dliCount
pla
rti
@@ -322,7 +322,7 @@ EndOfStartScreen */
loop
; PUT GAME HERE
lda branches_list+5
cmp LumberjackDir ; branch and Lumerjack ?
cmp LumberjackDir ; branch and Lumberjack ?
jeq LevelDeath
lda LastKey
cmp #$ff
@@ -497,7 +497,7 @@ LevelOver
mva #>font_game_rip LowCharsetBase
mwa #last_line_RIP lastline_addr
jsr HidePM
lda LumberjackDir ; branch and Lumerjack ?
lda LumberjackDir ; branch and Lumberjack ?
cmp branches_list+5
beq BranchDeath
;no branch death
@@ -1003,7 +1003,7 @@ draw_bar_loop
; last char in bar
txa
sta Power,y
lda #PowerCharEmpty ; becouse naxt in bar chars are empty
lda #PowerCharEmpty ; because next in bar chars are empty
bne next_char
not_last_bar_char
sta Power,y
@@ -1023,14 +1023,14 @@ draw_branch0
tax
; this is partialy off-screen branch
; we must draw only visible lines
; now calculate start screen adress
; now calculate start screen address
lda #5
sec
sbc branches_anim_phase
:5 asl ; skippedlines*32
tay ; to skip lines
txa
; now calculate start screen adress
; now calculate start screen address
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle-5*32)
@@ -1044,7 +1044,7 @@ draw_branch0
lda branch_addr_tableH,x
sta temp2+1
; skiping off-screen lines
; ldy #$00 ; we hawe value in Y
; ldy #$00 ; we have value in Y
@ lda (temp2),y
sta (temp),y
iny
@@ -1052,7 +1052,7 @@ draw_branch0
bne @-
draw_branch1
lda branches_anim_phase
; now calculate start screen adress
; now calculate start screen address
:5 asl ; phase*32
;clc
adc #<gamescreen_middle
@@ -1073,7 +1073,7 @@ draw_branch1
bne @-
draw_branch2
lda branches_anim_phase
; now calculate start screen adress
; now calculate start screen address
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+5*32)
@@ -1102,7 +1102,7 @@ draw_branch3
ldx #(4*32) ; how many lines draw
not_phase4
stx tempbyte
; now calculate start screen adress
; now calculate start screen address
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+10*32)
@@ -1136,7 +1136,7 @@ not_phase1
ldx #(1*32) ; how many lines draw
not_phase2
stx tempbyte
; now calculate start screen adress
; now calculate start screen address
:5 asl ; phase*32
;clc
adc #<(gamescreen_middle+15*32)
@@ -1282,7 +1282,7 @@ Check2button
;--------------------------------------------------
jsr WaitForKeyRelease
lda kbcode
and #$3f ; CTRL and SHIFT ellimination
and #$3f ; CTRL and SHIFT elimination
rts
.endp