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;; do fading to black for background pals
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LDX #$00
doFadeCurrentBckPal:
LDA bckPal,x ;; loads joes pallete for background (0-3) (4-7) (8-11) (12-15) 4,8,and 12 is not needed since its the same bgcolor as 0
CMP #$10 ;; compares 10
BCC + ;; if less than 10 skip to p1, if not continue below
SEC ;; needs for subtraction
SBC #$10 ;; subtract #$10
STA bckPal,x ;; store it back into pallete
JMP goNextBckPal;; jump to the next pal2
+
LDA #$0F ;; set accumalator to 0F which is (black)
STA bckPal,x ;; store it into pallete
goNextBckPal:
INX
CPX #4
BEQ goNextBckPal
CPX #8
BEQ goNextBckPal
CPX #12
BEQ goNextBckPal
CPX #16
BCC doFadeCurrentBckPal
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;; do fading to black for sprite pals
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LDX #$00
doFadeCurrentSpritePal:
LDA sprPal,x ;; loads joes pallete for background (0-3) (4-7) (8-11) (12-15) 4,8,and 12 is not needed since its the same bgcolor as 0
CMP #$10 ;; compares 10
BCC + ;; if less than 10 skip to p1, if not continue below
SEC ;; needs for subtraction
SBC #$10 ;; subtract #$10
STA sprPal,x ;; store it back into pallete
JMP goNextSpritePal;; jump to the next pal2
+
LDA #$0F ;; set accumalator to 0F which is (black)
STA sprPal,x ;; store it into pallete
goNextSpritePal:
INX
CPX #4
BEQ goNextSpritePal
CPX #8
BEQ goNextSpritePal
CPX #12
BEQ goNextSpritePal
CPX #16
BCC doFadeCurrentSpritePal
;; Important you need to load a non 0 number into updatePalettes and do a RTS so it can work.
;; If you want to do palletes use "sprPal" instead of "bckPal"
LDA #$01
STA updateScreenData
RTS