Im really struggling to wrap my head around this input check I found while I was digging around in the scripts.
its in Tile type 11 collision script and I am assuming the code only runs while you are touching that tile.
What Im trying to do is change the tile only when you push down and B. here is the code Im using to check for input and I was hoping someone could shed some light on how this works.
LDA gamepad ; Im assuming we are loading the state of the controller into the Accumulator.
AND #$00000010 ; here we Do a bitwise operation, I think it makes the value from the accumulator = #$00000010 which I think is The Binary code for the B button.
BNE changeBlock ; so why does BRANCH NOT EQUAL Branch when we press B and why not use BEQ "branch on equal" I think this line is really hurting my brain. hahaha
JMP dontchangeBlock ; and when does this line execute?
Ive watched the tutorials from Chronos on you tube and they were helpful, ive watched them 2 time and ready for a 3rd hahaha.
Thanks in advance!
~R
its in Tile type 11 collision script and I am assuming the code only runs while you are touching that tile.
What Im trying to do is change the tile only when you push down and B. here is the code Im using to check for input and I was hoping someone could shed some light on how this works.
LDA gamepad ; Im assuming we are loading the state of the controller into the Accumulator.
AND #$00000010 ; here we Do a bitwise operation, I think it makes the value from the accumulator = #$00000010 which I think is The Binary code for the B button.
BNE changeBlock ; so why does BRANCH NOT EQUAL Branch when we press B and why not use BEQ "branch on equal" I think this line is really hurting my brain. hahaha
JMP dontchangeBlock ; and when does this line execute?
Ive watched the tutorials from Chronos on you tube and they were helpful, ive watched them 2 time and ready for a 3rd hahaha.
Thanks in advance!
~R