Game 1 Unit 14 of 64 1 hr learning time
Win Condition
Add a win condition - collecting all items completes the level.
22% of Neon Nexus
What You’re Building
A goal. Collect all items. Win.

Without a win condition, there’s no point. Now collecting all 4 data cores completes the level.
The Logic
Track items collected. When items_collected equals NUM_ITEMS, the level is complete:
check_win_condition:
lda items_collected
cmp #NUM_ITEMS ; Have we collected all items?
bne @not_yet
lda level_complete ; Already triggered?
bne @not_yet
lda #1
sta level_complete
jsr play_victory_sound
@not_yet:
rts
Victory Sound
An ascending sweep announces victory:
play_victory_sound:
lda #%10011111 ; Duty 50%, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #%10000111 ; Sweep enabled, up, fast
sta APU_PULSE1_SWEEP
lda #$FF ; Low byte of period (start low)
sta APU_PULSE1_LO
lda #%00000011 ; Length counter load, high bits
sta APU_PULSE1_HI
rts
The sweep unit shifts the frequency upward, creating a triumphant rising tone.
Game States
The main loop now checks two end conditions:
main_loop:
lda game_over
bne @game_over_loop
lda level_complete
bne @level_complete_loop
; ... game logic ...
jmp main_loop
@game_over_loop:
jmp @game_over_loop
@level_complete_loop:
jsr update_all_sprites
jmp @level_complete_loop
When the level completes, the game freezes in a victory state.
The Code
; =============================================================================
; NEON NEXUS - Unit 14: Win Condition
; =============================================================================
; Add a win condition - collecting all items completes the level.
; =============================================================================
PPUCTRL = $2000
PPUMASK = $2001
PPUSTATUS = $2002
OAMADDR = $2003
PPUSCROLL = $2005
PPUADDR = $2006
PPUDATA = $2007
OAMDMA = $4014
APUSTATUS = $4015
JOYPAD1 = $4016
; APU Pulse 1 registers
APU_PULSE1_CTRL = $4000
APU_PULSE1_SWEEP = $4001
APU_PULSE1_LO = $4002
APU_PULSE1_HI = $4003
BTN_UP = %00001000
BTN_DOWN = %00000100
BTN_LEFT = %00000010
BTN_RIGHT = %00000001
PLAYER_START_X = 124
PLAYER_START_Y = 116
PLAYER_SPEED = 2
ENEMY_SPEED = 1
NUM_ENEMIES = 4
NUM_ITEMS = 4
STARTING_LIVES = 3
COLLISION_DIST = 6
COLLECT_DIST = 8
INVULN_TIME = 90
TILE_BORDER = 1
TILE_FLOOR = 2
TILE_CORNER_TL = 3
TILE_CORNER_TR = 4
TILE_CORNER_BL = 5
TILE_CORNER_BR = 6
SPRITE_PLAYER = 7
SPRITE_ENEMY = 8
SPRITE_LIFE = 9
SPRITE_ITEM = 10
ARENA_LEFT = 16
ARENA_RIGHT = 232
ARENA_TOP = 24
ARENA_BOTTOM = 208
DIR_RIGHT = 1
DIR_LEFT = $FF
DIR_DOWN = 1
DIR_UP = $FF
BG_COLOUR = $0F
.segment "ZEROPAGE"
player_x: .res 1
player_y: .res 1
buttons: .res 1
temp: .res 1
row_counter: .res 1
frame_count: .res 1
lives: .res 1
invuln_timer: .res 1
game_over: .res 1
items_collected: .res 1
score_lo: .res 1 ; Score low byte
score_hi: .res 1 ; Score high byte (for scores > 255)
level_complete: .res 1 ; Non-zero when all items collected
enemy_x: .res NUM_ENEMIES
enemy_y: .res NUM_ENEMIES
enemy_dir_x: .res NUM_ENEMIES
enemy_dir_y: .res NUM_ENEMIES
item_x: .res NUM_ITEMS
item_y: .res NUM_ITEMS
item_active: .res NUM_ITEMS ; Non-zero if item exists
.segment "OAM"
oam_buffer: .res 256
.segment "BSS"
.segment "HEADER"
.byte "NES", $1A, 2, 1, $01, $00, 0,0,0,0,0,0,0,0
.segment "CODE"
reset:
sei
cld
ldx #$40
stx $4017
ldx #$FF
txs
inx
stx PPUCTRL
stx PPUMASK
stx $4010
@vblank1:
bit PPUSTATUS
bpl @vblank1
lda #0
@clear_ram:
sta $0000, x
sta $0100, x
sta $0200, x
sta $0300, x
sta $0400, x
sta $0500, x
sta $0600, x
sta $0700, x
inx
bne @clear_ram
@vblank2:
bit PPUSTATUS
bpl @vblank2
jsr load_palette
jsr draw_arena
jsr set_attributes
jsr init_game
lda #$FF
ldx #0
@hide_all:
sta oam_buffer, x
inx
bne @hide_all
jsr update_all_sprites
lda #0
sta PPUSCROLL
sta PPUSCROLL
; Enable APU channels
lda #%00000001 ; Enable pulse 1
sta APUSTATUS
lda #%10000000
sta PPUCTRL
lda #%00011110
sta PPUMASK
main_loop:
lda game_over
bne @game_over_loop
lda level_complete
bne @level_complete_loop
jsr read_controller
jsr move_player
jsr move_enemies
jsr check_enemy_collisions
jsr check_item_collisions
jsr check_win_condition
jsr update_all_sprites
jmp main_loop
@game_over_loop:
jmp @game_over_loop
@level_complete_loop:
jsr update_all_sprites ; Keep showing win state
jmp @level_complete_loop
init_game:
lda #STARTING_LIVES
sta lives
lda #0
sta game_over
sta level_complete
sta invuln_timer
sta items_collected
sta score_lo
sta score_hi
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
jsr init_enemies
jsr init_items
rts
init_enemies:
lda #48
sta enemy_x+0
sta enemy_y+0
lda #DIR_RIGHT
sta enemy_dir_x+0
lda #DIR_DOWN
sta enemy_dir_y+0
lda #200
sta enemy_x+1
lda #48
sta enemy_y+1
lda #DIR_LEFT
sta enemy_dir_x+1
lda #DIR_DOWN
sta enemy_dir_y+1
lda #48
sta enemy_x+2
lda #176
sta enemy_y+2
lda #DIR_RIGHT
sta enemy_dir_x+2
lda #DIR_UP
sta enemy_dir_y+2
lda #200
sta enemy_x+3
lda #176
sta enemy_y+3
lda #DIR_LEFT
sta enemy_dir_x+3
lda #DIR_UP
sta enemy_dir_y+3
rts
init_items:
; Place 4 items around the arena
lda #80
sta item_x+0
lda #64
sta item_y+0
lda #1
sta item_active+0
lda #168
sta item_x+1
lda #64
sta item_y+1
lda #1
sta item_active+1
lda #80
sta item_x+2
lda #160
sta item_y+2
lda #1
sta item_active+2
lda #168
sta item_x+3
lda #160
sta item_y+3
lda #1
sta item_active+3
rts
check_enemy_collisions:
lda invuln_timer
beq @check
dec invuln_timer
rts
@check:
ldx #0
@check_enemy:
lda player_x
sec
sbc enemy_x, x
bpl @check_x_pos
eor #$FF
clc
adc #1
@check_x_pos:
cmp #COLLISION_DIST
bcs @next_enemy
lda player_y
sec
sbc enemy_y, x
bpl @check_y_pos
eor #$FF
clc
adc #1
@check_y_pos:
cmp #COLLISION_DIST
bcs @next_enemy
jsr player_hit
rts
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @check_enemy
rts
check_item_collisions:
ldx #0
@check_item:
lda item_active, x
beq @next_item
lda player_x
sec
sbc item_x, x
bpl @item_x_pos
eor #$FF
clc
adc #1
@item_x_pos:
cmp #COLLECT_DIST
bcs @next_item
lda player_y
sec
sbc item_y, x
bpl @item_y_pos
eor #$FF
clc
adc #1
@item_y_pos:
cmp #COLLECT_DIST
bcs @next_item
; Collected! Add 100 points
lda #0
sta item_active, x
inc items_collected
; Add 100 to score (100 = $64)
lda score_lo
clc
adc #100
sta score_lo
lda score_hi
adc #0
sta score_hi
jsr play_collect_sound
@next_item:
inx
cpx #NUM_ITEMS
bne @check_item
rts
player_hit:
jsr play_death_sound
dec lives
lda lives
beq @game_over
lda #PLAYER_START_X
sta player_x
lda #PLAYER_START_Y
sta player_y
lda #INVULN_TIME
sta invuln_timer
rts
@game_over:
lda #1
sta game_over
rts
; -----------------------------------------------------------------------------
; Sound Effects
; -----------------------------------------------------------------------------
play_collect_sound:
; High-pitched short beep
lda #%10011111 ; Duty 50%, length counter disabled, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #0
sta APU_PULSE1_SWEEP
lda #$C4 ; Low byte of period (high pitch)
sta APU_PULSE1_LO
lda #%00001000 ; Length counter load, high bits of period
sta APU_PULSE1_HI
rts
play_death_sound:
; Low-pitched descending sound
lda #%10011111 ; Duty 50%, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #%10001111 ; Sweep enabled, down, fast
sta APU_PULSE1_SWEEP
lda #$00 ; Low byte of period (low pitch)
sta APU_PULSE1_LO
lda #%00001011 ; Length counter load, high bits
sta APU_PULSE1_HI
rts
play_victory_sound:
; Ascending triumphant sound
lda #%10011111 ; Duty 50%, constant vol, vol 15
sta APU_PULSE1_CTRL
lda #%10000111 ; Sweep enabled, up, fast
sta APU_PULSE1_SWEEP
lda #$FF ; Low byte of period (start low)
sta APU_PULSE1_LO
lda #%00000011 ; Length counter load, high bits
sta APU_PULSE1_HI
rts
; -----------------------------------------------------------------------------
; Win Condition Check
; -----------------------------------------------------------------------------
check_win_condition:
lda items_collected
cmp #NUM_ITEMS ; Have we collected all items?
bne @not_yet
lda level_complete ; Already triggered?
bne @not_yet
lda #1
sta level_complete
jsr play_victory_sound
@not_yet:
rts
update_all_sprites:
jsr update_player_sprite
jsr update_enemy_sprites
jsr update_item_sprites
jsr update_lives_display
rts
update_player_sprite:
lda game_over
beq @alive
lda #$FF
sta oam_buffer+0
rts
@alive:
lda invuln_timer
beq @show
and #%00000100
beq @show
lda #$FF
sta oam_buffer+0
rts
@show:
lda player_y
sta oam_buffer+0
lda #SPRITE_PLAYER
sta oam_buffer+1
lda #0
sta oam_buffer+2
lda player_x
sta oam_buffer+3
rts
update_enemy_sprites:
ldx #0
ldy #4
@loop:
lda enemy_y, x
sta oam_buffer, y
iny
lda #SPRITE_ENEMY
sta oam_buffer, y
iny
lda #%00000001
sta oam_buffer, y
iny
lda enemy_x, x
sta oam_buffer, y
iny
inx
cpx #NUM_ENEMIES
bne @loop
rts
update_item_sprites:
ldx #0
ldy #20 ; OAM offset after enemies
@loop:
lda item_active, x
beq @hide_item
lda item_y, x
sta oam_buffer, y
iny
lda #SPRITE_ITEM
sta oam_buffer, y
iny
lda #%00000010 ; Palette 2 (green)
sta oam_buffer, y
iny
lda item_x, x
sta oam_buffer, y
iny
jmp @next_item
@hide_item:
lda #$FF
sta oam_buffer, y
iny
iny
iny
iny
@next_item:
inx
cpx #NUM_ITEMS
bne @loop
rts
update_lives_display:
ldy #36 ; OAM offset for lives
ldx lives
beq @hide_all
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #16
sta oam_buffer, y
iny
cpx #1
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #26
sta oam_buffer, y
iny
cpx #2
beq @hide_rest
lda #8
sta oam_buffer, y
iny
lda #SPRITE_LIFE
sta oam_buffer, y
iny
lda #0
sta oam_buffer, y
iny
lda #36
sta oam_buffer, y
rts
@hide_rest:
@hide_all:
rts
move_enemies:
ldx #0
@enemy_loop:
lda enemy_x, x
clc
adc enemy_dir_x, x
sta enemy_x, x
cmp #ARENA_LEFT
bcs @check_right
lda #DIR_RIGHT
sta enemy_dir_x, x
lda #ARENA_LEFT
sta enemy_x, x
jmp @move_y
@check_right:
cmp #ARENA_RIGHT
bcc @move_y
lda #DIR_LEFT
sta enemy_dir_x, x
lda #ARENA_RIGHT
sec
sbc #1
sta enemy_x, x
@move_y:
lda enemy_y, x
clc
adc enemy_dir_y, x
sta enemy_y, x
cmp #ARENA_TOP
bcs @check_bottom
lda #DIR_DOWN
sta enemy_dir_y, x
lda #ARENA_TOP
sta enemy_y, x
jmp @next_enemy
@check_bottom:
cmp #ARENA_BOTTOM
bcc @next_enemy
lda #DIR_UP
sta enemy_dir_y, x
lda #ARENA_BOTTOM
sec
sbc #1
sta enemy_y, x
@next_enemy:
inx
cpx #NUM_ENEMIES
bne @enemy_loop
rts
load_palette:
bit PPUSTATUS
lda #$3F
sta PPUADDR
lda #$00
sta PPUADDR
ldx #0
@loop:
lda palette_data, x
sta PPUDATA
inx
cpx #32
bne @loop
rts
draw_arena:
bit PPUSTATUS
lda #$20
sta PPUADDR
lda #$00
sta PPUADDR
lda #0
sta row_counter
@draw_row:
lda row_counter
cmp #0
beq @top_row
cmp #1
beq @top_row
cmp #28
beq @bottom_row
cmp #29
beq @bottom_row
jmp @middle_row
@top_row:
lda row_counter
cmp #0
bne @top_row_inner
lda #TILE_CORNER_TL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@top_fill:
sta PPUDATA
dex
bne @top_fill
lda #TILE_CORNER_TR
sta PPUDATA
jmp @next_row
@top_row_inner:
lda #TILE_BORDER
ldx #32
@top_inner_fill:
sta PPUDATA
dex
bne @top_inner_fill
jmp @next_row
@bottom_row:
lda row_counter
cmp #29
bne @bottom_row_inner
lda #TILE_CORNER_BL
sta PPUDATA
lda #TILE_BORDER
ldx #30
@bottom_fill:
sta PPUDATA
dex
bne @bottom_fill
lda #TILE_CORNER_BR
sta PPUDATA
jmp @next_row
@bottom_row_inner:
lda #TILE_BORDER
ldx #32
@bottom_inner_fill:
sta PPUDATA
dex
bne @bottom_inner_fill
jmp @next_row
@middle_row:
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
lda #TILE_FLOOR
ldx #28
@floor_fill:
sta PPUDATA
dex
bne @floor_fill
lda #TILE_BORDER
sta PPUDATA
sta PPUDATA
@next_row:
inc row_counter
lda row_counter
cmp #30
beq @done_drawing
jmp @draw_row
@done_drawing:
rts
set_attributes:
bit PPUSTATUS
lda #$23
sta PPUADDR
lda #$C0
sta PPUADDR
ldx #8
lda #$00
@attr_top:
sta PPUDATA
dex
bne @attr_top
ldx #6
@attr_floor:
lda #$00
sta PPUDATA
lda #%01010101
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
sta PPUDATA
lda #$00
sta PPUDATA
dex
bne @attr_floor
ldx #8
lda #$00
@attr_bottom:
sta PPUDATA
dex
bne @attr_bottom
rts
read_controller:
lda #1
sta JOYPAD1
lda #0
sta JOYPAD1
ldx #8
@read_loop:
lda JOYPAD1
lsr a
rol buttons
dex
bne @read_loop
rts
move_player:
lda buttons
and #BTN_UP
beq @check_down
lda player_y
sec
sbc #PLAYER_SPEED
cmp #ARENA_TOP
bcc @check_down
sta player_y
@check_down:
lda buttons
and #BTN_DOWN
beq @check_left
lda player_y
clc
adc #PLAYER_SPEED
cmp #ARENA_BOTTOM
bcs @check_left
sta player_y
@check_left:
lda buttons
and #BTN_LEFT
beq @check_right
lda player_x
sec
sbc #PLAYER_SPEED
cmp #ARENA_LEFT
bcc @check_right
sta player_x
@check_right:
lda buttons
and #BTN_RIGHT
beq @done
lda player_x
clc
adc #PLAYER_SPEED
cmp #ARENA_RIGHT
bcs @done
sta player_x
@done:
rts
nmi:
pha
txa
pha
tya
pha
lda #0
sta OAMADDR
lda #>oam_buffer
sta OAMDMA
inc frame_count
lda #0
sta PPUSCROLL
sta PPUSCROLL
pla
tay
pla
tax
pla
rti
irq:
rti
palette_data:
.byte BG_COLOUR, $11, $21, $31
.byte BG_COLOUR, $13, $23, $33
.byte BG_COLOUR, $19, $29, $39
.byte BG_COLOUR, $16, $26, $36
.byte BG_COLOUR, $30, $27, $17 ; Player
.byte BG_COLOUR, $16, $26, $36 ; Enemies
.byte BG_COLOUR, $1A, $2A, $3A ; Items (green)
.byte BG_COLOUR, $30, $27, $17
.segment "VECTORS"
.word nmi
.word reset
.word irq
.segment "CHARS"
.byte $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
.byte %11111111,%10000001,%10000001,%11111111,%11111111,%00010001,%00010001,%11111111
.byte %00000000,%01111110,%01111110,%00000000,%00000000,%11101110,%11101110,%00000000
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%10000001
.byte %00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000,%00000000
.byte %11111111,%11000000,%10100000,%10010000,%10001000,%10000100,%10000010,%10000001
.byte %00000000,%00111111,%01011111,%01101111,%01110111,%01111011,%01111101,%01111110
.byte %11111111,%00000011,%00000101,%00001001,%00010001,%00100001,%01000001,%10000001
.byte %00000000,%11111100,%11111010,%11110110,%11101110,%11011110,%10111110,%01111110
.byte %10000001,%10000010,%10000100,%10001000,%10010000,%10100000,%11000000,%11111111
.byte %01111110,%01111101,%01111011,%01110111,%01101111,%01011111,%00111111,%00000000
.byte %10000001,%01000001,%00100001,%00010001,%00001001,%00000101,%00000011,%11111111
.byte %01111110,%10111110,%11011110,%11101110,%11110110,%11111010,%11111100,%00000000
.byte %00011000,%00011000,%00111100,%01111110,%11111111,%10111101,%00100100,%00100100
.byte %00000000,%00011000,%00011000,%00111100,%01000010,%01000010,%00011000,%00000000
.byte %00011000,%00111100,%01111110,%11111111,%11111111,%01111110,%00111100,%00011000
.byte %00000000,%00011000,%00100100,%01000010,%01000010,%00100100,%00011000,%00000000
.byte %00000000,%00100100,%01111110,%01111110,%00111100,%00011000,%00000000,%00000000
.byte %00000000,%00000000,%00000000,%00100100,%00011000,%00000000,%00000000,%00000000
; Tile 10: Item (data core - diamond)
.byte %00000000,%00011000,%00111100,%01111110,%01111110,%00111100,%00011000,%00000000
.byte %00000000,%00000000,%00011000,%00100100,%00100100,%00011000,%00000000,%00000000
.res 8192 - 176, $00
Build It
ca65 nexus.asm -o nexus.o
ld65 -C nes.cfg nexus.o -o nexus.nes
Collect all 4 data cores. Hear the victory sound. Level complete.
Next
The game has two end states but no proper screens. Unit 15 adds a title screen and game over display.
What Changed
Unit 13 → Unit 14
+38-2
| 1 | 1 | ; ============================================================================= | |
| 2 | - | ; NEON NEXUS - Unit 13: Sound Effects | |
| 2 | + | ; NEON NEXUS - Unit 14: Win Condition | |
| 3 | 3 | ; ============================================================================= | |
| 4 | - | ; Add APU sound effects for collection and death. | |
| 4 | + | ; Add a win condition - collecting all items completes the level. | |
| 5 | 5 | ; ============================================================================= | |
| 6 | 6 | | |
| 7 | 7 | PPUCTRL = $2000 | |
| ... | |||
| 72 | 72 | items_collected: .res 1 | |
| 73 | 73 | score_lo: .res 1 ; Score low byte | |
| 74 | 74 | score_hi: .res 1 ; Score high byte (for scores > 255) | |
| 75 | + | level_complete: .res 1 ; Non-zero when all items collected | |
| 75 | 76 | | |
| 76 | 77 | enemy_x: .res NUM_ENEMIES | |
| 77 | 78 | enemy_y: .res NUM_ENEMIES | |
| ... | |||
| 155 | 156 | main_loop: | |
| 156 | 157 | lda game_over | |
| 157 | 158 | bne @game_over_loop | |
| 159 | + | lda level_complete | |
| 160 | + | bne @level_complete_loop | |
| 158 | 161 | jsr read_controller | |
| 159 | 162 | jsr move_player | |
| 160 | 163 | jsr move_enemies | |
| 161 | 164 | jsr check_enemy_collisions | |
| 162 | 165 | jsr check_item_collisions | |
| 166 | + | jsr check_win_condition | |
| 163 | 167 | jsr update_all_sprites | |
| 164 | 168 | jmp main_loop | |
| 165 | 169 | | |
| 166 | 170 | @game_over_loop: | |
| 167 | 171 | jmp @game_over_loop | |
| 172 | + | | |
| 173 | + | @level_complete_loop: | |
| 174 | + | jsr update_all_sprites ; Keep showing win state | |
| 175 | + | jmp @level_complete_loop | |
| 168 | 176 | | |
| 169 | 177 | init_game: | |
| 170 | 178 | lda #STARTING_LIVES | |
| 171 | 179 | sta lives | |
| 172 | 180 | lda #0 | |
| 173 | 181 | sta game_over | |
| 182 | + | sta level_complete | |
| 174 | 183 | sta invuln_timer | |
| 175 | 184 | sta items_collected | |
| 176 | 185 | sta score_lo | |
| ... | |||
| 385 | 394 | lda #$00 ; Low byte of period (low pitch) | |
| 386 | 395 | sta APU_PULSE1_LO | |
| 387 | 396 | lda #%00001011 ; Length counter load, high bits | |
| 397 | + | sta APU_PULSE1_HI | |
| 398 | + | rts | |
| 399 | + | | |
| 400 | + | play_victory_sound: | |
| 401 | + | ; Ascending triumphant sound | |
| 402 | + | lda #%10011111 ; Duty 50%, constant vol, vol 15 | |
| 403 | + | sta APU_PULSE1_CTRL | |
| 404 | + | lda #%10000111 ; Sweep enabled, up, fast | |
| 405 | + | sta APU_PULSE1_SWEEP | |
| 406 | + | lda #$FF ; Low byte of period (start low) | |
| 407 | + | sta APU_PULSE1_LO | |
| 408 | + | lda #%00000011 ; Length counter load, high bits | |
| 388 | 409 | sta APU_PULSE1_HI | |
| 410 | + | rts | |
| 411 | + | | |
| 412 | + | ; ----------------------------------------------------------------------------- | |
| 413 | + | ; Win Condition Check | |
| 414 | + | ; ----------------------------------------------------------------------------- | |
| 415 | + | check_win_condition: | |
| 416 | + | lda items_collected | |
| 417 | + | cmp #NUM_ITEMS ; Have we collected all items? | |
| 418 | + | bne @not_yet | |
| 419 | + | lda level_complete ; Already triggered? | |
| 420 | + | bne @not_yet | |
| 421 | + | lda #1 | |
| 422 | + | sta level_complete | |
| 423 | + | jsr play_victory_sound | |
| 424 | + | @not_yet: | |
| 389 | 425 | rts | |
| 390 | 426 | | |
| 391 | 427 | update_all_sprites: |