diff options
| author | Brainulator9 <44907795+Brainulator9@users.noreply.github.com> | 2022-07-22 18:10:36 -0400 |
|---|---|---|
| committer | Clownacy <Clownacy@users.noreply.github.com> | 2023-05-13 18:25:07 +0100 |
| commit | 6450aaa864841956d3833e9c695ea7250c75f898 (patch) | |
| tree | 1c89c348f9836b2a54504b631a30364f781021f6 /_inc | |
| parent | bf775b7ca5a92b7bfb0d0d976954715a7e00cec4 (diff) | |
Increasing locVRAM use
A mistake in the macro code led to its underuse. Some other changes
were made for consistency as well.
Diffstat (limited to '_inc')
| -rw-r--r-- | _inc/HUD_Update.asm | 17 |
1 files changed, 6 insertions, 11 deletions
diff --git a/_inc/HUD_Update.asm b/_inc/HUD_Update.asm index 242af7a..9f34532 100644 --- a/_inc/HUD_Update.asm +++ b/_inc/HUD_Update.asm @@ -4,11 +4,6 @@ ; ||||||||||||||| S U B R O U T I N E ||||||||||||||||||||||||||||||||||||||| -hudVRAM: macro loc - move.l #($40000000+((loc&$3FFF)<<16)+((loc&$C000)>>14)),d0 - endm - - HUD_Update: tst.w (f_debugmode).w ; is debug mode on? bne.w HudDebug ; if yes, branch @@ -16,7 +11,7 @@ HUD_Update: beq.s .chkrings ; if not, branch clr.b (f_scorecount).w - hudVRAM $DC80 ; set VRAM address + locVRAM $DC80,d0 ; set VRAM address move.l (v_score).w,d1 ; load score bsr.w Hud_Score @@ -28,7 +23,7 @@ HUD_Update: .notzero: clr.b (f_ringcount).w - hudVRAM $DF40 ; set VRAM address + locVRAM $DF40,d0 ; set VRAM address moveq #0,d1 move.w (v_rings).w,d1 ; load number of rings bsr.w Hud_Rings @@ -56,11 +51,11 @@ HUD_Update: move.b #9,(a1) ; keep as 9 .updatetime: - hudVRAM $DE40 + locVRAM $DE40,d0 moveq #0,d1 move.b (v_timemin).w,d1 ; load minutes bsr.w Hud_Mins - hudVRAM $DEC0 + locVRAM $DEC0,d0 moveq #0,d1 move.b (v_timesec).w,d1 ; load seconds bsr.w Hud_Secs @@ -105,13 +100,13 @@ HudDebug: .notzero: clr.b (f_ringcount).w - hudVRAM $DF40 ; set VRAM address + locVRAM $DF40,d0 ; set VRAM address moveq #0,d1 move.w (v_rings).w,d1 ; load number of rings bsr.w Hud_Rings .objcounter: - hudVRAM $DEC0 ; set VRAM address + locVRAM $DEC0,d0 ; set VRAM address moveq #0,d1 move.b (v_spritecount).w,d1 ; load "number of objects" counter bsr.w Hud_Secs |
