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super:data_locations:sprite_obj_locations [2020/03/05 00:45] – Spritemap editing mccad | super:data_locations:sprite_obj_locations [2020/03/07 16:20] (current) – Finishing and using your new sprite objects mccad | ||
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===== Sprite object list ===== | ===== Sprite object list ===== | ||
- | ^ Sprite Object ID ^ Description | + | ^ Sprite Object ID ^ Description |
- | | 00 | Grapple Flash | # | + | | 00 | Grapple Flash | # |
- | | 01 | Charge beam sparks | + | | 01 | Charge beam sparks |
- | | 02 | Charge beam sparks + flash | # | + | | 02 | Charge beam sparks + flash | # |
- | | 03 | Super missile explosion | + | | 03 | Super missile explosion |
- | | 04 | Bomb explosion | + | | 04 | Bomb explosion |
- | | 05 | Ice beam particles | + | | 05 | Ice beam particles |
- | | 06 | Dud shot | # | + | | 06 | Dud shot | # |
- | | 07 | Power bomb | # | + | | 07 | Power bomb | # |
- | | 08 | Some sort of energy shot, only 1 frame | # | + | | 08 | Some sort of energy shot, only 1 frame | # |
- | | 09 | Smoke plume | # | + | | 09 | Smoke plume | # |
- | | 0A | Dust 1 | # | + | | 0A | Dust 1 | # |
- | | 0B | Dust 2 | # | + | | 0B | Dust 2 | # |
- | | 0C | Unused? Explosion | + | | 0C | Small explosion from the large enemy death AI | # |
- | | 0D | Small health pickup | + | | 0D | Small health pickup |
- | | 0E | Large health pickup | + | | 0E | Large health pickup |
- | | 0F | Morph bomb | # | + | | 0F | Morph bomb | # |
- | | 10 | Slower small health pickup | + | | 10 | Slower small health pickup |
- | | 11 | Screw attack kill particles | + | | 11 | Screw attack kill particles |
- | | 12 | Large, fast dust | # | + | | 12 | Large, fast dust | # |
- | | 13 | Large, fast dust with a glitchy end frame | # | + | | 13 | Large, fast dust with a glitchy end frame | # |
- | | 14 | Large, fast dust with an extended glitchy end frame | # | + | | 14 | Large, fast dust with an extended glitchy end frame | # |
- | | 15 | Large, slow dust | # | + | | 15 | Large, slow dust | # |
- | | 16 | Glitched space pirate shot? | # | + | | 16 | Glitched space pirate shot? | # |
- | | 17 | Glitched space pirate shot? | # | + | | 17 | Glitched space pirate shot? | # |
- | | 18 | Bubbles | + | | 18 | Bubbles |
- | | 19 | Save station electricity? | + | | 19 | Save station electricity? |
- | | 1A | Slowly extending vertical shutter | + | | 1A | Slowly extending vertical shutter |
- | | 1B | Somewhat quickly contracting vertical shutter | + | | 1B | Somewhat quickly contracting vertical shutter |
- | | 1C | Elevator platform, permanent | + | | 1C | Elevator platform, permanent |
- | | 1D | Large enemy explosion | + | | 1D | Large enemy explosion |
- | | 32 | Metroid electricity | + | | 32 | Metroid electricity |
- | | 34 | Metroid shell | $0F96,X : ORA $0F98, | + | | 34 | Metroid shell | $0F96,X : ORA $0F98, |
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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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+ | ---- | ||
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+ | ===== Finishing and using your new sprite objects ===== | ||
+ | |||
+ | 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' | ||
+ | |||
+ | In summary: Sprite Objects are driven and controlled by their Instruction Lists, which point to and animate their spritemaps. |