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super:data_locations:sprite_obj_locations

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super:data_locations:sprite_obj_locations [2020/03/07 16:12]
mccad Identified an entry i thought was unused
super:data_locations:sprite_obj_locations [2020/03/07 16:20] (current)
mccad Finishing and using your new sprite objects
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 Custom spritemaps for sprite objects can be placed anywhere within the bank. Assuming you really know what you're doing, you could also potentially write a custom instruction to load a spritemap from a long address, but without doing so, spritemap load instructions can only be preformed using short addresses. Custom spritemaps for sprite objects can be placed anywhere within the bank. Assuming you really know what you're doing, you could also potentially write a custom instruction to load a spritemap from a long address, but without doing so, spritemap load instructions can only be preformed using short addresses.
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 +===== Finishing and using your new sprite objects =====
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 +Once you have assembled all of your desired spritemaps, and have written an instruction list which utilizes them, all that is left to do is add the entry to your Sprite Object Pointer table, and call it ingame.
 +In order to add the new Sprite Object to your pointer table, simply add the address of your instruction list to the pointer table. Make note of this new pointer'​s location within the table, as you will need to use this index within the table to spawn your sprite object. Once again, this index can be calculated by dividing the new pointer'​s offset from the start of the table by 2.
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 +In summary: Sprite Objects are driven and controlled by their Instruction Lists, which point to and animate their spritemaps.
super/data_locations/sprite_obj_locations.txt ยท Last modified: 2020/03/07 16:20 by mccad