sta GRP0 ; update player0 to draw turtle
; draw playfield
- tya ; transfer y to a
- ldy Temp ; load y with map counter
- sta Temp ; store y for now
-
lda (MapPtr0),y ; playfiled pattern test
sta PF0
lda (MapPtr1),y ; playfiled pattern test
sta PF1
lda (MapPtr2),y ; playfiled pattern test
sta PF2
- iny ; increment y
- lda Temp ; load back old y
- sty Temp ; store new map counter
- tay ; and transfer it back
; precalculate date for next line
lda #TURTLEHEIGHT-1 ; height of gfx
; start of line 2 of the 2LK
sta GRP1
+ ; draw playfield
+ lda (MapPtr0),y ; playfiled pattern test
+ sta PF0
+ lda (MapPtr1),y ; playfiled pattern test
+ sta PF1
+ lda (MapPtr2),y ; playfiled pattern test
+ sta PF2
+
dey ; decrease the loop counter
bne pfLoop ; branch if more left to draw