;*************** ;move_everything ;*************** move_everything: lda #12 ;sprite_left is the counter sta sprites_left ;Create loop variable ldy #sprite_21 ;First sprite to move st_loop: lda state,y ;load status byte beq en_loop ;If status is 0, don't move object ("dead") cmpa #$ff ;If status is FF, exit routine beq en_routine ldd posx,y ;Get posx addd deltax,y ;Add deltax (velocity) std posx,y ;Store adjusted posx ldd posy,y ;Get posy addd deltay,y ;Add deltay (velocity) std posy,y ;Store adjusted posy en_loop: dec sprites_left ;Decrement the counter bmi en_routine ;Are we done? leay #15,y ;Next object structure bra st_loop ;Not done, back to start of loop en_routine: ;We're done rts