Fix ready/go

This commit is contained in:
Randy Thiemann 2023-10-23 20:44:24 +02:00
parent 9c9a210d9e
commit 056bdf36a5
3 changed files with 7 additions and 5 deletions

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@ -145,7 +145,8 @@ DEF GAME_OVER_R10 EQU 133
DEF GAME_OVER_R12 EQU 153
DEF GAME_OVER_R14 EQU 173
DEF GAME_OVER_OTHER EQU 131
DEF LEADY_GO_TIME EQU 90
DEF LEADY_TIME EQU 80
DEF GO_TIME EQU 40
DEF BUTTON_MODE_NORM EQU 0
DEF BUTTON_MODE_INVR EQU 1

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@ -107,7 +107,7 @@ SwitchToGameplay::
; Leady mode.
ld a, MODE_LEADY
ldh [hMode], a
ld a, LEADY_GO_TIME
ld a, LEADY_TIME
ldh [hModeCounter], a
; Install the event loop handlers.
@ -152,16 +152,17 @@ GamePlayEventLoopHandler::
; Draw "READY" and wait a bit.
leadyMode:
ldh a, [hModeCounter]
cp a, LEADY_GO_TIME
cp a, LEADY_TIME
jr nz, :+
call SFXKill
ld a, SFX_READY_GO
call SFXEnqueue
ldh a, [hModeCounter]
: dec a
jr nz, :+
ld a, MODE_GO
ldh [hMode], a
ld a, LEADY_GO_TIME
ld a, GO_TIME
: ldh [hModeCounter], a
ld de, sLeady
ld hl, wField+(14*10)
@ -476,7 +477,7 @@ gameOverMode:
ldh [hHoldSpent], a
ld a, MODE_LEADY
ldh [hMode], a
ld a, LEADY_GO_TIME
ld a, LEADY_TIME
ldh [hModeCounter], a
jr drawStaticInfo