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