diff --git a/src/main.asm b/src/main.asm index 67b87d5..0e8bbaa 100644 --- a/src/main.asm +++ b/src/main.asm @@ -2123,10 +2123,10 @@ WriteBlankMT: rts ReplaceBlockMetatile: - jmp WriteBlockMetatile ; write metatile to vram buffer to replace block object + jmp WriteBlockMetatile ; write metatile to vram buffer to replace block object DestroyBlockMetatile: - lda #$00 ; force blank metatile if branched/jumped to this point + lda #$00 ; force blank metatile if branched/jumped to this point WriteBlockMetatile: ldy #$03 ; load offset for blank metatile @@ -8102,8 +8102,7 @@ AlterYP: cmp $02 ; compare to maximum speed bmi ChkUpM ; if less than preset value, skip this part lda SprObject_Y_MoveForce,x - cmp #$80 ; if less positively than preset maximum, skip this part - bcc ChkUpM + bpl ChkUpM ; if less positively than preset maximum ($80), skip this part (cmp optimization) lda $02 sta SprObject_Y_Speed,x ; keep vertical speed within maximum value lda #$00 @@ -8126,8 +8125,7 @@ ChkUpM: cmp $07 ; compare vertical speed to two's compliment bpl ExVMove ; if less negatively than preset maximum, skip this part lda SprObject_Y_MoveForce,x - cmp #$80 ; check if fractional part is above certain amount, - bcs ExVMove ; and if so, branch to leave + bmi ExVMove ; check if fractional part is above certain amount ($80), and if so, branch to leave (cmp optimization) lda $07 sta SprObject_Y_Speed,x ; keep vertical speed within maximum value lda #$ff @@ -8217,9 +8215,8 @@ FindLoop: lda Player_Y_Position ; check to see if the player is at the correct position cmp LoopCmdYPosition,y ; if not, branch to check for world 7 bne WrongChk - lda Player_State ; check to see if the player is - cmp #$00 ; on solid ground (i.e. not jumping or falling) - bne WrongChk ; if not, player fails to pass loop, and loopback + lda Player_State ; check to see if the player is on solid ground (i.e. not jumping or falling) + bne WrongChk ; if not, player fails to pass loop, and loopback (cmp optimization) lda WorldNumber ; are we in world 7? (check performed on correct cmp #World7 ; vertical position and on solid ground) bne InitMLp ; if not, initialize flags used there, otherwise @@ -10716,8 +10713,7 @@ HammerChk: jsr SpawnHammerObj ; execute sub on every fourth frame to spawn misc object (hammer) SetHmrTmr: lda Enemy_Y_Position,x ; get current vertical position - cmp #$80 ; if still above a certain point - bcc ChkFireB ; then skip to world number check for flames + bpl ChkFireB ; if still above a certain point ($80) then skip to world number check for flames (cmp optimization) lda PseudoRandomBitReg,x and #%00000011 ; get pseudorandom offset tay @@ -12627,8 +12623,7 @@ ContSChk: bne ExCSM ; branch to leave if set jmp StopPlayerMove ; otherwise jump to impede player's movement ChkPBtm: - ldy Player_State ; get player's state - cpy #$00 ; check for player's state set to normal + ldy Player_State ; check for player's state set to normal (cpy optimization) bne StopPlayerMove ; if not, branch to impede player's movement ldy PlayerFacingDir ; get player's facing direction dey @@ -15080,8 +15075,7 @@ CntPl: ldy SwimmingFlag ; if swimming flag set, branch to beq FindPlayerAction ; different part, do not return lda Player_State - cmp #$00 ; if player status normal, - beq FindPlayerAction ; branch and do not return + beq FindPlayerAction ; if player status normal, branch and do not return (cmp optimization) jsr FindPlayerAction ; otherwise jump and return lda FrameCounter and #%00000100 ; check frame counter for d2 set (8 frames every