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playerid: Show id in Type B; remove sprite variant
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Having both sprite and nametable codepaths wasn't all that useful.
Seems I had settled on nametable.

Fixing Type B also fixed showing the id in twoplayer.
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ejona86 committed Apr 6, 2020
1 parent 00bf524 commit 4c3462f
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Showing 2 changed files with 9 additions and 66 deletions.
6 changes: 1 addition & 5 deletions playerid.ips.cfg
Original file line number Diff line number Diff line change
@@ -1,13 +1,11 @@
MEMORY {
IPSHDR: start = $0000, size = $0005;
JMP_GAME_SHOW_PLAYERID_SPRITEHDR:start = $0000, size = $0005;
JMP_GAME_SHOW_PLAYERID_SPRITE: start = $8180, size = $0003;
JMP_LEVEL_MENU_CHECK_SELECT_PRESSEDHDR:start = $0000, size = $0005;
JMP_LEVEL_MENU_CHECK_SELECT_PRESSED: start = $84AE, size = $0004;
JMP_MENU_SHOW_PLAYERID_BGHDR:start = $0000, size = $0005;
JMP_MENU_SHOW_PLAYERID_BG: start = $85EC, size = $0003;
JMP_GAME_SHOW_PLAYERID_BGHDR:start = $0000, size = $0005;
JMP_GAME_SHOW_PLAYERID_BG: start = $8636, size = $0003;
JMP_GAME_SHOW_PLAYERID_BG: start = $8693, size = $0003;
CODEHDR:start = $0000, size = $0005;
CODE: start = $E103, size = $023F;
IPSEOF: start = $0000, size = $0003;
Expand All @@ -20,8 +18,6 @@ SEGMENTS {
CODE: load = CODE, define = yes;
JMP_LEVEL_MENU_CHECK_SELECT_PRESSEDHDR: load = JMP_LEVEL_MENU_CHECK_SELECT_PRESSEDHDR;
JMP_LEVEL_MENU_CHECK_SELECT_PRESSED: load = JMP_LEVEL_MENU_CHECK_SELECT_PRESSED, define = yes;
JMP_GAME_SHOW_PLAYERID_SPRITEHDR: load = JMP_GAME_SHOW_PLAYERID_SPRITEHDR;
JMP_GAME_SHOW_PLAYERID_SPRITE: load = JMP_GAME_SHOW_PLAYERID_SPRITE, define = yes;
JMP_GAME_SHOW_PLAYERID_BGHDR: load = JMP_GAME_SHOW_PLAYERID_BGHDR;
JMP_GAME_SHOW_PLAYERID_BG: load = JMP_GAME_SHOW_PLAYERID_BG, define = yes;
JMP_MENU_SHOW_PLAYERID_BGHDR: load = JMP_MENU_SHOW_PLAYERID_BGHDR;
Expand Down
69 changes: 8 additions & 61 deletions playerid.s
Original file line number Diff line number Diff line change
Expand Up @@ -15,41 +15,21 @@
jsr level_menu_check_select_pressed
nop

.segment "JMP_GAME_SHOW_PLAYERID_SPRITEHDR"
ips_hunkhdr "JMP_GAME_SHOW_PLAYERID_SPRITE"

.segment "JMP_GAME_SHOW_PLAYERID_SPRITE"

.ifdef PLAYERID_SPRITE
; in branchOnGameMode; replaces "jsr stageSpriteForNextPiece"
jsr game_show_playerid_sprite
.else
jsr stageSpriteForNextPiece
.endif

.segment "JMP_GAME_SHOW_PLAYERID_BGHDR"
ips_hunkhdr "JMP_GAME_SHOW_PLAYERID_BG"

.segment "JMP_GAME_SHOW_PLAYERID_BG"

.ifndef PLAYERID_SPRITE
; in initGameBackground; replaces "jsr twoDigsToPPU"
; in initGameBackground; replaces "jsr waitForVBlankAndEnableNmi"
jsr game_show_playerid_game_mod
.else
jsr twoDigsToPPU
.endif

.segment "JMP_MENU_SHOW_PLAYERID_BGHDR"
ips_hunkhdr "JMP_MENU_SHOW_PLAYERID_BG"

.segment "JMP_MENU_SHOW_PLAYERID_BG"

.ifndef PLAYERID_SPRITE
; in render_mode_menu_screens; replaces "sta PPUSCROLL"
jsr game_show_playerid_menu_mod
.else
sta PPUSCROLL
.endif

.segment "CODEHDR"
ips_hunkhdr "CODE"
Expand All @@ -67,67 +47,34 @@ level_menu_check_select_pressed:
and #$07
sta playerId
@render:
.ifdef PLAYERID_SPRITE
jsr stagePlayerIdSprite
.endif

; replaced code
lda newlyPressedButtons
cmp #$01
rts

.ifdef PLAYERID_SPRITE
game_show_playerid_sprite:
jsr stageSpriteForNextPiece
stagePlayerIdSprite:
lda playerId
beq @ret
ldx oamStagingLength
lda #$07
sta oamStaging,x
inx
lda playerId
sta oamStaging,x
inx
lda gameMode
cmp #$03
beq @menu
lda #$03
jmp @control
@menu:
lda #$00
@control:
sta oamStaging,x
inx
lda #$F8
sta oamStaging,x
inx
stx oamStagingLength
@ret:
rts

.else

game_show_playerid_menu_mod:
sta PPUSCROLL
lda gameMode
cmp #$03 ; level menu
beq game_show_playerid_bg
rts

game_show_playerid_game_mod:
jsr twoDigsToPPU
lda playerId
bne game_show_playerid_bg
rts
beq @done
jsr game_show_playerid_bg
@done:
jmp waitForVBlankAndEnableNmi ; replaced code

game_show_playerid_bg:
lda #$20
sta PPUADDR
lda #$3F
sta PPUADDR
lda playerId
bne @display
lda #$82
lda #$82 ; hard-coded original select screen tile
@display:
sta PPUDATA
rts
.endif

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