Store the high bytes of XY position for block reset
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@@ -7,7 +7,7 @@
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!Health = 00 ; Number of Health the sprite have
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!Health = 00 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!ImperviousAll = 01 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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@@ -62,6 +62,8 @@ Sprite_IceBlock_Prep:
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; Cache Sprite position
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; Cache Sprite position
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LDA SprX, X : STA SprMiscD, X
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LDA SprX, X : STA SprMiscD, X
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LDA SprY, X : STA SprMiscE, X
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LDA SprY, X : STA SprMiscE, X
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LDA SprXH, X : STA SprMiscF, X
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LDA SprYH, X : STA SprMiscG, X
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STZ.w $0CAA, X
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STZ.w $0CAA, X
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@@ -104,6 +106,8 @@ Sprite_IceBlock_Main:
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BCC .no_damage
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BCC .no_damage
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LDA SprMiscD, X : STA SprX, X
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LDA SprMiscD, X : STA SprX, X
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LDA SprMiscE, X : STA SprY, X
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LDA SprMiscE, X : STA SprY, X
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LDA SprMiscF, X : STA SprXH, X
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LDA SprMiscG, X : STA SprYH, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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STZ.w SprXSpeed, X : STZ.w SprYSpeed, X
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.no_damage
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.no_damage
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