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fix controller input display positioning
1 parent 1831d54 commit 8004077

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6 files changed

+16
-13
lines changed

6 files changed

+16
-13
lines changed

README.md

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@@ -392,7 +392,7 @@ Dictate if the NTSC or PAL gameplay mechanics should be used. Should automatical
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## Development
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To build, you need a copy of `node` and `ca65` installed on your system.
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To build, you need a copy of `node` and `cc65` installed on your system. There are no other dependencies.
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Provide a `clean.nes` file of the unpatched ROM and run `sh build.sh` in a shell or `build.bat` on Windows.
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src/constants.asm

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@@ -83,6 +83,7 @@ MENU_MAX_Y_SCROLL := $70
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MENU_TOP_MARGIN_SCROLL := 7 ; in blocks
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; menuConfigSizeLookup
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; menu ram is defined at menuRAM in ./ram.asm
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.define MENUSIZES $0, $0, $0, $0, $F, $7, $8, $C, $20, $10, $1F, $8, $4, $12, $10, $0, $0, $0, $0, $4, $1, $1, $1, $1, $1, $1, $1, $1, $1, $1
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.macro MODENAMES

src/gamemodestate/initbackground.asm

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Original file line numberDiff line numberDiff line change
@@ -36,10 +36,10 @@ gameModeState_initGameBackground:
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sta PPUADDR
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lda #$9C
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sta PPUADDR
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lda tmpZ
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sta PPUDATA
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lda #$2C
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sta PPUDATA
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lda tmpZ
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sta PPUDATA
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@heartEnd:
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src/main.asm

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -31,6 +31,12 @@ mainLoop:
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.include "nmi/render.asm"
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.include "nmi/pollcontroller.asm"
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.include "gamemode/branch.asm"
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; -> playAndEnding
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.include "gamemodestate/branch.asm"
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; -> updatePlayer1
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.include "playstate/branch.asm"
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.include "highscores/data.asm"
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.include "highscores/util.asm"
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.include "highscores/render_menu.asm"
@@ -48,12 +54,6 @@ mainLoop:
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.include "sprites/drawrect.asm"
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.include "sprites/piece.asm"
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.include "gamemode/branch.asm"
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; -> playAndEnding
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.include "gamemodestate/branch.asm"
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; -> updatePlayer1
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.include "playstate/branch.asm"
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.include "data/bytebcd.asm"
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.include "data/orientation.asm"
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.include "data/mult.asm"

src/modes/controllerinput.asm

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -3,10 +3,10 @@ controllerInputTiles:
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.byte $D0, $D1, $D2, $D3
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.byte $D4, $D4, $D5, $D5
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controllerInputX:
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.byte $8, $0, $5, $4
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.byte $1D, $14, $27, $30
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.byte $9, $0, $5, $5
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.byte $1D, $14, $28, $31
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controllerInputY:
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.byte $FF, $0, $5, $FB
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.byte $0, $0, $5, $FB
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.byte $0, $0, $FF, $FF
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controllerInputDisplay: ; called in events, speedtest
@@ -21,6 +21,7 @@ controllerInputDisplayX:
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and #1
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beq @inputContinue
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ldx oamStagingLength
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clc
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lda controllerInputY, y
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adc #$4C
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sta oamStaging, x
@@ -32,6 +33,7 @@ controllerInputDisplayX:
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sta oamStaging, x
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inx
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lda controllerInputX, y
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clc
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adc #$13
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adc tmp3
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sta oamStaging, x

src/playstate/gameover_rocket.asm

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@@ -139,7 +139,7 @@ CNROM_CHR_ROCKET:
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sta renderMode
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lda #$1
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sta endingSleepCounter
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lda #$80 ; timed in bizhawk tasstudio to be 1 frame longer than usual
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lda #$80 ; timed in bizhawk tasstudio to be 1 frame longer than usual (probably a lag frame)
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sta endingSleepCounter+1
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endingLoop:

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