txa
adc #0
bne @L1 ; Branch if high byte not zero
- lda VIC_SPR_HI_X ; Get high X bits of all sprites
- and #MOUSE_SPR_NMASK ; Clear high bit for sprite
+ lda VIC_SPR_HI_X ; Get high X bits of all sprites
+ and #MOUSE_SPR_NMASK ; Clear high bit for sprite
sta VIC_SPR_HI_X
rts
-@L1: lda VIC_SPR_HI_X ; Get high X bits of all sprites
- ora #MOUSE_SPR_MASK ; Set high bit for sprite
+@L1: lda VIC_SPR_HI_X ; Get high X bits of all sprites
+ ora #MOUSE_SPR_MASK ; Set high bit for sprite
sta VIC_SPR_HI_X
rts
ldx PALFLAG
bne @L1
adc #50 ; FIXME: Should be NTSC, is PAL value
- sta VIC_SPR_Y ; Set Y position
+ sta VIC_SPR_Y ; Set Y position
rts
@L1: adc #50 ; Add PAL correction
- sta VIC_SPR_Y ; Set Y position
+ sta VIC_SPR_Y ; Set Y position
rts
.endproc