Move sprite table RAM location.

This commit is contained in:
Colin McMillen 2015-05-31 12:27:30 -04:00
parent bac214a95b
commit 1dc44a3f00

View File

@ -20,8 +20,9 @@
; If sprite is 0, the shot is disabled.
; [gap]
; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA.
; 0100-02FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette)
; 0300-031F: table 2 (2 bits each: high x-coord bit, size)
; 1000-11FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette)
; 1200-121F: table 2 (2 bits each: high x-coord bit, size)
; 1220-12A0: scratch table. One byte per sprite for high x-coord & size.
.define joy1 $10
.define joy2 $12
.define vBlankCounter $14
@ -37,13 +38,12 @@
.define shotArrayLength 16
.define shotSize 6
; TODO(mcmillen): verify that we can relocate these without messing things up.
.define numSprites 128
.define spriteTableStart $100
.define spriteTableStart $1000
.define spriteTable1Size $200
.define spriteTable2Start $300
.define spriteTable2Start $1200
.define spriteTableSize $220
.define spriteTableScratchStart $320
.define spriteTableScratchStart $1220