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- SprMap_Max1: dc.w 9 ; No of pieces
- dc.w $9404 ; size of sprite $450*2 = $8A0 bytes size of max's 1st sprite
- dc.w $9350 ; size of sprite
- XR XL Y W/H PCCYXAAA AAAAAAAA
- dc.b 0, $E8, $A8, $B, 0, 0; 0
- dc.b $E8, 0, $B0, $B, 0, $C; 6
- dc.b $E0, $18, $B8, 3, 0, $18; 12
- dc.b 0, $E0, $C8, $D, 0, $1C; 18
- dc.b $E8, 0, $D0, $B, 0, $24; 24
- dc.b 0, $E8, $D8, $A, 0, $30; 30
- dc.b $F0, $F0, $F0, $D, 0, $39; 36
- dc.b $E8, $10, $F0, 1, 0, $41; 42
- dc.b $10, $E8, $F8, 0, 0, $43; 48
- dc.b $E0, $18, $F8, 0, 0, $44; 54
- XR = x position when sprite is facing right
- XL = x position when sprite is facing left
- Y = y position
- W = W is the width of the mapping, in tiles minus one. So 0 means 8 pixels wide, 1 means 16 pixels wide, 2 means 24 pixels wide and 3 means 32 pixels wide.
- H = H is the height of the mapping, in the same format as the width.
- P = is the priority-flag. If P is set, the mapping will appear above everything else.
- CC = is the palette line.
- X = is the x-flip-flag. If X is set, the mapping will be flipped horizontally.
- Y = is the y-flip-flag. If Y is set, the mapping will be flipped vertically.
- AAA AAAA AAAA is the tile index.
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