diff options
| author | Clownacy <Clownacy@users.noreply.github.com> | 2023-08-21 20:03:50 +0100 |
|---|---|---|
| committer | Clownacy <Clownacy@users.noreply.github.com> | 2023-08-21 20:03:50 +0100 |
| commit | a683dfab735e5508b7a169840b76943db5ce4c65 (patch) | |
| tree | 103a7674914ba0f875b7844efb34ed349d96c54a /_inc | |
| parent | 478789f82f2f0a3854a6225729478823f3a84e57 (diff) | |
bcs/bcc -> blo/bhs
Hooray for readable code.
Diffstat (limited to '_inc')
| -rw-r--r-- | _inc/DeformLayers (JP1).asm | 6 | ||||
| -rw-r--r-- | _inc/DeformLayers.asm | 4 | ||||
| -rw-r--r-- | _inc/DynamicLevelEvents.asm | 92 | ||||
| -rw-r--r-- | _inc/HUD_Update.asm | 8 | ||||
| -rw-r--r-- | _inc/LZWaterFeatures.asm | 68 | ||||
| -rw-r--r-- | _inc/LevelSizeLoad & BgScrollSpeed (JP1).asm | 2 | ||||
| -rw-r--r-- | _inc/LevelSizeLoad & BgScrollSpeed.asm | 2 | ||||
| -rw-r--r-- | _inc/Nemesis Decompression.asm | 10 | ||||
| -rw-r--r-- | _inc/Oscillatory Routines.asm | 2 | ||||
| -rw-r--r-- | _inc/PaletteCycle.asm | 8 |
10 files changed, 101 insertions, 101 deletions
diff --git a/_inc/DeformLayers (JP1).asm b/_inc/DeformLayers (JP1).asm index 694b6a2..2e0509c 100644 --- a/_inc/DeformLayers (JP1).asm +++ b/_inc/DeformLayers (JP1).asm @@ -331,7 +331,7 @@ Deform_MZ: subi.w #$200,d0 ; subtract 512px (unused 2 chunks) move.w d0,d2 cmpi.w #$100,d0 - bcs.s .limitY + blo.s .limitY move.w #$100,d0 .limitY: andi.w #$1F0,d0 @@ -697,7 +697,7 @@ MoveScreenHoriz: SH_AheadOfMid: cmpi.w #16,d0 ; is Sonic within 16px of middle area? - bcs.s SH_Ahead16 ; if yes, branch + blo.s SH_Ahead16 ; if yes, branch move.w #16,d0 ; set to 16 if greater SH_Ahead16: @@ -782,7 +782,7 @@ loc_665C: loc_666C: cmpi.w #$800,d1 - bcc.s loc_6696 + bhs.s loc_6696 move.w #$600,d1 cmpi.w #6,d0 bgt.s loc_66F6 diff --git a/_inc/DeformLayers.asm b/_inc/DeformLayers.asm index e6d591d..43df561 100644 --- a/_inc/DeformLayers.asm +++ b/_inc/DeformLayers.asm @@ -414,7 +414,7 @@ MoveScreenHoriz: SH_AheadOfMid: cmpi.w #16,d0 ; is Sonic within 16px of middle area? - bcs.s SH_Ahead16 ; if yes, branch + blo.s SH_Ahead16 ; if yes, branch move.w #16,d0 ; set to 16 if greater SH_Ahead16: @@ -499,7 +499,7 @@ loc_665C: loc_666C: cmpi.w #$800,d1 - bcc.s loc_6696 + bhs.s loc_6696 move.w #$600,d1 cmpi.w #6,d0 bgt.s loc_66F6 diff --git a/_inc/DynamicLevelEvents.asm b/_inc/DynamicLevelEvents.asm index 8077f31..5233927 100644 --- a/_inc/DynamicLevelEvents.asm +++ b/_inc/DynamicLevelEvents.asm @@ -36,7 +36,7 @@ loc_6DAC: move.w (v_screenposy).w,d0 addq.w #8,d0 cmp.w (v_limitbtm2).w,d0 - bcs.s loc_6DC4 + blo.s loc_6DC4 btst #1,(v_player+obStatus).w beq.s loc_6DC4 add.w d1,d1 @@ -77,7 +77,7 @@ DLE_GHZx: dc.w DLE_GHZ1-DLE_GHZx DLE_GHZ1: move.w #$300,(v_limitbtm1).w ; set lower y-boundary cmpi.w #$1780,(v_screenposx).w ; has the camera reached $1780 on x-axis? - bcs.s locret_6E08 ; if not, branch + blo.s locret_6E08 ; if not, branch move.w #$400,(v_limitbtm1).w ; set lower y-boundary locret_6E08: @@ -87,13 +87,13 @@ locret_6E08: DLE_GHZ2: move.w #$300,(v_limitbtm1).w cmpi.w #$ED0,(v_screenposx).w - bcs.s locret_6E3A + blo.s locret_6E3A move.w #$200,(v_limitbtm1).w cmpi.w #$1600,(v_screenposx).w - bcs.s locret_6E3A + blo.s locret_6E3A move.w #$400,(v_limitbtm1).w cmpi.w #$1D60,(v_screenposx).w - bcs.s locret_6E3A + blo.s locret_6E3A move.w #$300,(v_limitbtm1).w locret_6E3A: @@ -114,21 +114,21 @@ off_6E4A: dc.w DLE_GHZ3main-off_6E4A DLE_GHZ3main: move.w #$300,(v_limitbtm1).w cmpi.w #$380,(v_screenposx).w - bcs.s locret_6E96 + blo.s locret_6E96 move.w #$310,(v_limitbtm1).w cmpi.w #$960,(v_screenposx).w - bcs.s locret_6E96 + blo.s locret_6E96 cmpi.w #$280,(v_screenposy).w - bcs.s loc_6E98 + blo.s loc_6E98 move.w #$400,(v_limitbtm1).w cmpi.w #$1380,(v_screenposx).w - bcc.s loc_6E8E + bhs.s loc_6E8E move.w #$4C0,(v_limitbtm1).w move.w #$4C0,(v_limitbtm2).w loc_6E8E: cmpi.w #$1700,(v_screenposx).w - bcc.s loc_6E98 + bhs.s loc_6E98 locret_6E96: rts @@ -142,12 +142,12 @@ loc_6E98: DLE_GHZ3boss: cmpi.w #$960,(v_screenposx).w - bcc.s loc_6EB0 + bhs.s loc_6EB0 subq.b #2,(v_dle_routine).w loc_6EB0: cmpi.w #boss_ghz_x,(v_screenposx).w - bcs.s locret_6EE8 + blo.s locret_6EE8 bsr.w FindFreeObj bne.s loc_6ED0 _move.b #id_BossGreenHill,obID(a1) ; load GHZ boss object @@ -206,9 +206,9 @@ loc_6F28: tst.b (v_dle_routine).w bne.s locret_6F64 cmpi.w #boss_lz_x-$140,(v_screenposx).w - bcs.s locret_6F62 + blo.s locret_6F62 cmpi.w #boss_lz_y+$540,(v_screenposy).w - bcc.s locret_6F62 + bhs.s locret_6F62 bsr.w FindFreeObj bne.s loc_6F4A _move.b #id_BossLabyrinth,obID(a1) ; load LZ boss object @@ -232,9 +232,9 @@ locret_6F64: DLE_SBZ3: cmpi.w #$D00,(v_screenposx).w - bcs.s locret_6F8C + blo.s locret_6F8C cmpi.w #$18,(v_player+obY).w ; has Sonic reached the top of the level? - bcc.s locret_6F8C ; if not, branch + bhs.s locret_6F8C ; if not, branch clr.b (v_lastlamp).w move.w #1,(f_restart).w ; restart level move.w #(id_SBZ<<8)+2,(v_zone).w ; set level number to 0502 (FZ) @@ -274,13 +274,13 @@ off_6FB2: dc.w loc_6FBA-off_6FB2 loc_6FBA: move.w #$1D0,(v_limitbtm1).w cmpi.w #$700,(v_screenposx).w - bcs.s locret_6FE8 + blo.s locret_6FE8 move.w #$220,(v_limitbtm1).w cmpi.w #$D00,(v_screenposx).w - bcs.s locret_6FE8 + blo.s locret_6FE8 move.w #$340,(v_limitbtm1).w cmpi.w #$340,(v_screenposy).w - bcs.s locret_6FE8 + blo.s locret_6FE8 addq.b #2,(v_dle_routine).w locret_6FE8: @@ -289,7 +289,7 @@ locret_6FE8: loc_6FEA: cmpi.w #$340,(v_screenposy).w - bcc.s loc_6FF8 + bhs.s loc_6FF8 subq.b #2,(v_dle_routine).w rts ; =========================================================================== @@ -297,14 +297,14 @@ loc_6FEA: loc_6FF8: move.w #0,(v_limittop2).w cmpi.w #$E00,(v_screenposx).w - bcc.s locret_702C + bhs.s locret_702C move.w #$340,(v_limittop2).w move.w #$340,(v_limitbtm1).w cmpi.w #$A90,(v_screenposx).w - bcc.s locret_702C + bhs.s locret_702C move.w #$500,(v_limitbtm1).w cmpi.w #$370,(v_screenposy).w - bcs.s locret_702C + blo.s locret_702C addq.b #2,(v_dle_routine).w locret_702C: @@ -313,14 +313,14 @@ locret_702C: loc_702E: cmpi.w #$370,(v_screenposy).w - bcc.s loc_703C + bhs.s loc_703C subq.b #2,(v_dle_routine).w rts ; =========================================================================== loc_703C: cmpi.w #$500,(v_screenposy).w - bcs.s locret_704E + blo.s locret_704E if Revision<>0 cmpi.w #$B80,(v_screenposx).w bcs.s locret_704E @@ -350,11 +350,11 @@ locj_76CE: endif cmpi.w #$E70,(v_screenposx).w - bcs.s locret_7072 + blo.s locret_7072 move.w #0,(v_limittop2).w move.w #$500,(v_limitbtm1).w cmpi.w #$1430,(v_screenposx).w - bcs.s locret_7072 + blo.s locret_7072 move.w #$210,(v_limitbtm1).w locret_7072: @@ -364,7 +364,7 @@ locret_7072: DLE_MZ2: move.w #$520,(v_limitbtm1).w cmpi.w #$1700,(v_screenposx).w - bcs.s locret_7088 + blo.s locret_7088 move.w #$200,(v_limitbtm1).w locret_7088: @@ -384,10 +384,10 @@ off_7098: dc.w DLE_MZ3boss-off_7098 DLE_MZ3boss: move.w #$720,(v_limitbtm1).w cmpi.w #boss_mz_x-$2A0,(v_screenposx).w - bcs.s locret_70E8 + blo.s locret_70E8 move.w #boss_mz_y,(v_limitbtm1).w cmpi.w #boss_mz_x-$10,(v_screenposx).w - bcs.s locret_70E8 + blo.s locret_70E8 bsr.w FindFreeObj bne.s loc_70D0 _move.b #id_BossMarble,obID(a1) ; load MZ boss object @@ -444,7 +444,7 @@ off_7118: dc.w DLE_SLZ3main-off_7118 DLE_SLZ3main: cmpi.w #boss_slz_x-$190,(v_screenposx).w - bcs.s locret_7130 + blo.s locret_7130 move.w #boss_slz_y,(v_limitbtm1).w addq.b #2,(v_dle_routine).w @@ -454,7 +454,7 @@ locret_7130: DLE_SLZ3boss: cmpi.w #boss_slz_x,(v_screenposx).w - bcs.s locret_715C + blo.s locret_715C bsr.w FindFreeObj bne.s loc_7144 move.b #id_BossStarLight,(a1) ; load SLZ boss object @@ -500,10 +500,10 @@ DLE_SYZ1: DLE_SYZ2: move.w #$520,(v_limitbtm1).w cmpi.w #$25A0,(v_screenposx).w - bcs.s locret_71A2 + blo.s locret_71A2 move.w #$420,(v_limitbtm1).w cmpi.w #$4D0,(v_player+obY).w - bcs.s locret_71A2 + blo.s locret_71A2 move.w #$520,(v_limitbtm1).w locret_71A2: @@ -523,7 +523,7 @@ off_71B2: dc.w DLE_SYZ3main-off_71B2 DLE_SYZ3main: cmpi.w #boss_syz_x-$140,(v_screenposx).w - bcs.s locret_71CE + blo.s locret_71CE bsr.w FindFreeObj bne.s locret_71CE move.b #id_BossBlock,(a1) ; load blocks that boss picks up @@ -535,7 +535,7 @@ locret_71CE: DLE_SYZ3boss: cmpi.w #boss_syz_x,(v_screenposx).w - bcs.s locret_7200 + blo.s locret_7200 move.w #boss_syz_y,(v_limitbtm1).w bsr.w FindFreeObj bne.s loc_71EC @@ -577,10 +577,10 @@ DLE_SBZx: dc.w DLE_SBZ1-DLE_SBZx DLE_SBZ1: move.w #$720,(v_limitbtm1).w cmpi.w #$1880,(v_screenposx).w - bcs.s locret_7242 + blo.s locret_7242 move.w #$620,(v_limitbtm1).w cmpi.w #$2000,(v_screenposx).w - bcs.s locret_7242 + blo.s locret_7242 move.w #$2A0,(v_limitbtm1).w locret_7242: @@ -602,10 +602,10 @@ off_7252: dc.w DLE_SBZ2main-off_7252 DLE_SBZ2main: move.w #$800,(v_limitbtm1).w cmpi.w #$1800,(v_screenposx).w - bcs.s locret_727A + blo.s locret_727A move.w #boss_sbz2_y,(v_limitbtm1).w cmpi.w #$1E00,(v_screenposx).w - bcs.s locret_727A + blo.s locret_727A addq.b #2,(v_dle_routine).w locret_727A: @@ -614,7 +614,7 @@ locret_727A: DLE_SBZ2boss: cmpi.w #boss_sbz2_x-$1A0,(v_screenposx).w - bcs.s locret_7298 + blo.s locret_7298 bsr.w FindFreeObj bne.s locret_7298 move.b #id_FalseFloor,(a1) ; load collapsing block object @@ -629,7 +629,7 @@ locret_7298: DLE_SBZ2boss2: cmpi.w #boss_sbz2_x-$F0,(v_screenposx).w - bcs.s loc_72B6 + blo.s loc_72B6 bsr.w FindFreeObj bne.s loc_72B0 move.b #id_ScrapEggman,(a1) ; load SBZ2 Eggman object @@ -644,7 +644,7 @@ loc_72B6: DLE_SBZ2end: cmpi.w #boss_sbz2_x,(v_screenposx).w - bcs.s loc_72C2 + blo.s loc_72C2 rts ; =========================================================================== @@ -666,7 +666,7 @@ off_72D8: dc.w DLE_FZmain-off_72D8, DLE_FZboss-off_72D8 DLE_FZmain: cmpi.w #boss_fz_x-$308,(v_screenposx).w - bcs.s loc_72F4 + blo.s loc_72F4 addq.b #2,(v_dle_routine).w moveq #plcid_FZBoss,d0 bsr.w AddPLC ; load FZ boss patterns @@ -677,7 +677,7 @@ loc_72F4: DLE_FZboss: cmpi.w #boss_fz_x-$150,(v_screenposx).w - bcs.s loc_7312 + blo.s loc_7312 bsr.w FindFreeObj bne.s loc_7312 move.b #id_BossFinal,(a1) ; load FZ boss object @@ -690,7 +690,7 @@ loc_7312: DLE_FZend: cmpi.w #boss_fz_x,(v_screenposx).w - bcs.s loc_7320 + blo.s loc_7320 addq.b #2,(v_dle_routine).w loc_7320: diff --git a/_inc/HUD_Update.asm b/_inc/HUD_Update.asm index 9f34532..2355dd3 100644 --- a/_inc/HUD_Update.asm +++ b/_inc/HUD_Update.asm @@ -39,15 +39,15 @@ HUD_Update: addq.b #1,-(a1) ; increment 1/60s counter cmpi.b #60,(a1) ; check if passed 60 - bcs.s .chklives + blo.s .chklives move.b #0,(a1) addq.b #1,-(a1) ; increment second counter cmpi.b #60,(a1) ; check if passed 60 - bcs.s .updatetime + blo.s .updatetime move.b #0,(a1) addq.b #1,-(a1) ; increment minute counter cmpi.b #9,(a1) ; check if passed 9 - bcs.s .updatetime + blo.s .updatetime move.b #9,(a1) ; keep as 9 .updatetime: @@ -221,7 +221,7 @@ HudDb_XYLoop: move.w d1,d2 andi.w #$F,d2 cmpi.w #$A,d2 - bcs.s loc_1C8B2 + blo.s loc_1C8B2 addq.w #7,d2 loc_1C8B2: diff --git a/_inc/LZWaterFeatures.asm b/_inc/LZWaterFeatures.asm index b33914d..e65f30d 100644 --- a/_inc/LZWaterFeatures.asm +++ b/_inc/LZWaterFeatures.asm @@ -10,7 +10,7 @@ LZWaterFeatures: bne.s .setheight endif cmpi.b #6,(v_player+obRoutine).w ; has Sonic just died? - bcc.s .setheight ; if yes, skip other effects + bhs.s .setheight ; if yes, skip other effects bsr.w LZWindTunnels bsr.w LZWaterSlides @@ -34,7 +34,7 @@ LZWaterFeatures: .isbelow: cmpi.w #223,d0 ; is water within 223 pixels of top of screen? - bcs.s .isvisible ; if yes, branch + blo.s .isvisible ; if yes, branch move.w #223,d0 .isvisible: @@ -89,19 +89,19 @@ DynWater_LZ1: bne.s .routine2 move.w #$B8,d1 ; water height cmpi.w #$600,d0 ; has screen reached next position? - bcs.s .setwater ; if not, branch + blo.s .setwater ; if not, branch move.w #$108,d1 cmpi.w #$200,(v_player+obY).w ; is Sonic above $200 y-axis? - bcs.s .sonicishigh ; if yes, branch + blo.s .sonicishigh ; if yes, branch cmpi.w #$C00,d0 - bcs.s .setwater + blo.s .setwater move.w #$318,d1 cmpi.w #$1080,d0 - bcs.s .setwater + blo.s .setwater move.b #$80,(f_switch+5).w move.w #$5C8,d1 cmpi.w #$1380,d0 - bcs.s .setwater + blo.s .setwater move.w #$3A8,d1 cmp.w (v_waterpos2).w,d1 ; has water reached last height? bne.s .setwater ; if not, branch @@ -114,10 +114,10 @@ DynWater_LZ1: .sonicishigh: cmpi.w #$C80,d0 - bcs.s .setwater + blo.s .setwater move.w #$E8,d1 cmpi.w #$1500,d0 - bcs.s .setwater + blo.s .setwater move.w #$108,d1 bra.s .setwater ; =========================================================================== @@ -126,10 +126,10 @@ DynWater_LZ1: subq.b #1,d2 bne.s .skip cmpi.w #$2E0,(v_player+obY).w ; is Sonic above $2E0 y-axis? - bcc.s .skip ; if not, branch + bhs.s .skip ; if not, branch move.w #$3A8,d1 cmpi.w #$1300,d0 - bcs.s .setwater2 + blo.s .setwater2 move.w #$108,d1 move.b #2,(v_wtr_routine).w @@ -144,10 +144,10 @@ DynWater_LZ2: move.w (v_screenposx).w,d0 move.w #$328,d1 cmpi.w #$500,d0 - bcs.s .setwater + blo.s .setwater move.w #$3C8,d1 cmpi.w #$B00,d0 - bcs.s .setwater + blo.s .setwater move.w #$428,d1 .setwater: @@ -162,11 +162,11 @@ DynWater_LZ3: move.w #$900,d1 cmpi.w #$600,d0 ; has screen reached position? - bcs.s .setwaterlz3 ; if not, branch + blo.s .setwaterlz3 ; if not, branch cmpi.w #$3C0,(v_player+obY).w - bcs.s .setwaterlz3 + blo.s .setwaterlz3 cmpi.w #$600,(v_player+obY).w ; is Sonic in a y-axis range? - bcc.s .setwaterlz3 ; if not, branch + bhs.s .setwaterlz3 ; if not, branch move.w #$4C8,d1 ; set new water height move.b #$4B,(v_lvllayout+$106).w ; update level layout @@ -185,22 +185,22 @@ DynWater_LZ3: bne.s .routine3 move.w #$4C8,d1 cmpi.w #$770,d0 - bcs.s .setwater2 + blo.s .setwater2 move.w #$308,d1 cmpi.w #$1400,d0 - bcs.s .setwater2 + blo.s .setwater2 cmpi.w #$508,(v_waterpos3).w beq.s .sonicislow cmpi.w #$600,(v_player+obY).w ; is Sonic below $600 y-axis? - bcc.s .sonicislow ; if yes, branch + bhs.s .sonicislow ; if yes, branch cmpi.w #$280,(v_player+obY).w - bcc.s .setwater2 + bhs.s .setwater2 .sonicislow: move.w #$508,d1 move.w d1,(v_waterpos2).w cmpi.w #$1770,d0 - bcs.s .setwater2 + blo.s .setwater2 move.b #2,(v_wtr_routine).w .setwater2: @@ -213,10 +213,10 @@ DynWater_LZ3: bne.s .routine4 move.w #$508,d1 cmpi.w #$1860,d0 - bcs.s .setwater3 + blo.s .setwater3 move.w #$188,d1 cmpi.w #$1AF0,d0 - bcc.s .loc_3DC6 + bhs.s .loc_3DC6 cmp.w (v_waterpos2).w,d1 bne.s .setwater3 @@ -233,10 +233,10 @@ DynWater_LZ3: bne.s .routine5 move.w #$188,d1 cmpi.w #$1AF0,d0 - bcs.s .setwater4 + blo.s .setwater4 move.w #$900,d1 cmpi.w #$1BC0,d0 - bcs.s .setwater4 + blo.s .setwater4 move.b #4,(v_wtr_routine).w move.w #$608,(v_waterpos3).w move.w #$7C0,(v_waterpos2).w @@ -252,7 +252,7 @@ DynWater_LZ3: .routine5: cmpi.w #$1E00,d0 ; has screen passed final position? - bcs.s .dontset ; if not, branch + blo.s .dontset ; if not, branch move.w #$128,(v_waterpos3).w .dontset: @@ -262,7 +262,7 @@ DynWater_LZ3: DynWater_SBZ3: move.w #$228,d1 cmpi.w #$F00,(v_screenposx).w - bcs.s .setwater + blo.s .setwater move.w #$4C8,d1 .setwater: @@ -296,14 +296,14 @@ LZWindTunnels: .chksonic: move.w obX(a1),d0 cmp.w (a2),d0 - bcs.w .chknext + blo.w .chknext cmp.w 4(a2),d0 - bcc.w .chknext + bhs.w .chknext move.w obY(a1),d2 cmp.w 2(a2),d2 - bcs.s .chknext + blo.s .chknext cmp.w 6(a2),d2 - bcc.s .chknext ; branch if Sonic is outside a range + bhs.s .chknext ; branch if Sonic is outside a range move.b (v_vbla_byte).w,d0 andi.b #$3F,d0 ; does VInt counter fall on 0, $40, $80 or $C0? bne.s .skipsound ; if not, branch @@ -314,11 +314,11 @@ LZWindTunnels: tst.b (f_wtunnelallow).w ; are wind tunnels disabled? bne.w .quit ; if yes, branch cmpi.b #4,obRoutine(a1) ; is Sonic hurt/dying? - bcc.s .clrquit ; if yes, branch + bhs.s .clrquit ; if yes, branch move.b #1,(f_wtunnelmode).w subi.w #$80,d0 cmp.w (a2),d0 - bcc.s .movesonic + bhs.s .movesonic moveq #2,d0 cmpi.b #1,(v_act).w ; is act number 2? bne.s .notact2 ; if not, branch @@ -409,7 +409,7 @@ locret_3F7A: LZSlide_Move: cmpi.w #3,d1 - bcc.s loc_3F84 + bhs.s loc_3F84 nop loc_3F84: diff --git a/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm b/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm index 8fd91d5..1f08aeb 100644 --- a/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm +++ b/_inc/LevelSizeLoad & BgScrollSpeed (JP1).asm @@ -124,7 +124,7 @@ LevSz_SkipStartPos: SetScr_WithinLeft: move.w (v_limitright2).w,d2 cmp.w d2,d1 ; is Sonic inside the right edge? - bcs.s SetScr_WithinRight ; if yes, branch + blo.s SetScr_WithinRight ; if yes, branch move.w d2,d1 SetScr_WithinRight: diff --git a/_inc/LevelSizeLoad & BgScrollSpeed.asm b/_inc/LevelSizeLoad & BgScrollSpeed.asm index 1be7b5a..61e61c5 100644 --- a/_inc/LevelSizeLoad & BgScrollSpeed.asm +++ b/_inc/LevelSizeLoad & BgScrollSpeed.asm @@ -124,7 +124,7 @@ LevSz_SkipStartPos: SetScr_WithinLeft: move.w (v_limitright2).w,d2 cmp.w d2,d1 ; is Sonic inside the right edge? - bcs.s SetScr_WithinRight ; if yes, branch + blo.s SetScr_WithinRight ; if yes, branch move.w d2,d1 SetScr_WithinRight: diff --git a/_inc/Nemesis Decompression.asm b/_inc/Nemesis Decompression.asm index 2859f8b..1ee0487 100644 --- a/_inc/Nemesis Decompression.asm +++ b/_inc/Nemesis Decompression.asm @@ -61,14 +61,14 @@ NemDec_ProcessCompressedData: move.w d5,d1 lsr.w d7,d1 ; shift so that high bit of the code is in bit position 7 cmpi.b #%11111100,d1 ; are the high 6 bits set? - bcc.s NemPCD_InlineData ; if they are, it signifies inline data + bhs.s NemPCD_InlineData ; if they are, it signifies inline data andi.w #$FF,d1 add.w d1,d1 move.b (a1,d1.w),d0 ; get the length of the code in bits ext.w d0 sub.w d0,d6 ; subtract from shift value so that the next code is read next time around cmpi.w #9,d6 ; does a new byte need to be read? - bcc.s loc_14B2 ; if not, branch + bhs.s loc_14B2 ; if not, branch addq.w #8,d6 asl.w #8,d5 move.b (a0)+,d5 ; read next byte @@ -106,7 +106,7 @@ NemPCD_WritePixel_Loop: NemPCD_InlineData: subq.w #6,d6 ; 6 bits needed to signal inline data cmpi.w #9,d6 - bcc.s loc_14E4 + bhs.s loc_14E4 addq.w #8,d6 asl.w #8,d5 move.b (a0)+,d5 @@ -119,7 +119,7 @@ loc_14E4: andi.w #$F,d1 ; get palette index for pixel andi.w #$70,d0 ; high nybble is repeat count for pixel cmpi.w #9,d6 - bcc.s NemPCD_ProcessCompressedData + bhs.s NemPCD_ProcessCompressedData addq.w #8,d6 asl.w #8,d5 move.b (a0)+,d5 @@ -180,7 +180,7 @@ NemBCT_NewPALIndex: NemBCT_Loop: move.b (a0)+,d0 ; read next byte cmpi.b #$80,d0 ; sign bit being set signifies a new palette index - bcc.s NemBCT_ChkEnd ; a bmi could have been used instead of a compare and bcc + bhs.s NemBCT_ChkEnd ; a bmi could have been used instead of a compare and bcc move.b d0,d1 andi.w #$F,d7 ; get palette index diff --git a/_inc/Oscillatory Routines.asm b/_inc/Oscillatory Routines.asm index 3f3eec2..2d8c571 100644 --- a/_inc/Oscillatory Routines.asm +++ b/_inc/Oscillatory Routines.asm @@ -43,7 +43,7 @@ OscillateNumInit: OscillateNumDo: cmpi.b #6,(v_player+obRoutine).w ; has Sonic just died? - bcc.s .end ; if yes, branch + bhs.s .end ; if yes, branch lea (v_oscillate).w,a1 lea (.settings).l,a2 move.w (a1)+,d3 ; get oscillation direction bitfield diff --git a/_inc/PaletteCycle.asm b/_inc/PaletteCycle.asm index 1d1b374..2985c5c 100644 --- a/_inc/PaletteCycle.asm +++ b/_inc/PaletteCycle.asm @@ -99,7 +99,7 @@ PCycLZ_NoRev: andi.w #3,d0 add.w d1,d0 cmpi.w #3,d0 - bcs.s loc_1A0A + blo.s loc_1A0A move.w d0,d1 moveq #0,d0 tst.w d1 @@ -142,7 +142,7 @@ PalCycle_SLZ: move.w (v_pcyc_num).w,d0 addq.w #1,d0 cmpi.w #6,d0 - bcs.s loc_1A60 + blo.s loc_1A60 moveq #0,d0 loc_1A60: @@ -214,7 +214,7 @@ loc_1AEA: move.b (a1),d0 addq.b #1,d0 cmp.b (a2)+,d0 - bcs.s loc_1AF6 + blo.s loc_1AF6 moveq #0,d0 loc_1AF6: @@ -247,7 +247,7 @@ loc_1B38: andi.w #3,d0 add.w d1,d0 cmpi.w #3,d0 - bcs.s loc_1B52 + blo.s loc_1B52 move.w d0,d1 moveq #0,d0 tst.w d1 |
