cleanup sprites lib
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@@ -327,14 +327,14 @@ org $0DBB8A
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Sound_SetSfx3PanLong:
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Sound_SetSfx3PanLong:
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; =========================================================
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; =========================================================
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;spawn a new sprite on screen, A = sprite id
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; spawn a new sprite on screen, A = sprite id
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;when using this function you have to set the position yourself
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; when using this function you have to set the position yourself
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;these values belong to the sprite who used that function not the new one
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; these values belong to the sprite who used that function not the new one
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;$00 low x, $01 high x
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; $00 low x, $01 high x
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;$02 low y, $03 high y
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; $02 low y, $03 high y
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;$04 height, $05 low x (overlord)
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; $04 height, $05 low x (overlord)
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;$06 high x (overlord), $07 low y (overlord)
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; $06 high x (overlord), $07 low y (overlord)
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;$08 high y (overlord)
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; $08 high y (overlord)
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Sprite_SpawnDynamically = $1DF65D
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Sprite_SpawnDynamically = $1DF65D
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Player_ResetState = $07F1A3
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Player_ResetState = $07F1A3
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@@ -344,15 +344,13 @@ Player_ResetState = $07F1A3
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Sprite_ApplyConveyorAdjustment = $1D8010
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Sprite_ApplyConveyorAdjustment = $1D8010
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; =========================================================
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; =========================================================
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;set the hitbox of the player (i think)
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; Setup sprite hitbox for comparison with scrap ram
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;org $0683EA
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Sprite_SetupHitBoxLong = $0683EA
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;Sprite_SetupHitBoxLong:
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; =========================================================
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; =========================================================
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; set tile of dungeon
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; set tile of dungeon
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Dungeon_SpriteInducedTilemapUpdate = $01E7A9
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Dungeon_SpriteInducedTilemapUpdate = $01E7A9
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; =========================================================
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; =========================================================
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; player can't pass through the sprite
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; player can't pass through the sprite
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Sprite_PlayerCantPassThrough = $1EF4F3
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Sprite_PlayerCantPassThrough = $1EF4F3
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@@ -393,7 +391,6 @@ UseImplicitRegIndexedLocalJumpTable = $008781
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EnableForceBlank = $00893D
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EnableForceBlank = $00893D
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; =========================================================
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; =========================================================
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; $04 = X
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; $04 = X
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; $05 = HighX
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; $05 = HighX
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