game_state_routines pass through player_died; saves a few bytes.
Chris Pressey
3 years ago
32 | 32 | typedef routine |
33 | 33 | inputs joy2, press_fire_msg, dispatch_game_state, |
34 | 34 | actor_pos, actor_delta, actor_logic, |
35 | player_died, | |
35 | 36 | screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4 |
36 | 37 | outputs dispatch_game_state, |
37 | 38 | actor_pos, actor_delta, actor_logic, |
379 | 380 | define game_state_title_screen game_state_routine |
380 | 381 | { |
381 | 382 | ld y, 0 |
382 | st y, player_died | |
383 | 383 | for y up to 17 { |
384 | 384 | ld a, press_fire_msg + y |
385 | 385 | |
435 | 435 | |
436 | 436 | define game_state_game_over game_state_routine |
437 | 437 | { |
438 | ld y, 0 | |
439 | st y, player_died | |
440 | 438 | st off, c |
441 | 439 | call check_button |
442 | 440 |