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May 21st, 2018
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  1. SprMap_Max1:    dc.w 9          ; No of pieces
  2.         dc.w $9404      ; size of sprite  $450*2 = $8A0 bytes size of max's 1st sprite
  3.         dc.w $9350      ; size of sprite
  4.             XR    XL     Y   W/H  PCCYXAAA AAAAAAAA
  5.         dc.b     0,  $E8,  $A8,   $B,    0,    0; 0
  6.  
  7.         dc.b   $E8,    0,  $B0,   $B,    0,   $C; 6
  8.  
  9.         dc.b   $E0,  $18,  $B8,    3,    0,  $18; 12
  10.  
  11.         dc.b     0,  $E0,  $C8,   $D,    0,  $1C; 18
  12.  
  13.         dc.b   $E8,    0,  $D0,   $B,    0,  $24; 24
  14.  
  15.         dc.b     0,  $E8,  $D8,   $A,    0,  $30; 30
  16.  
  17.         dc.b   $F0,  $F0,  $F0,   $D,    0,  $39; 36
  18.  
  19.         dc.b   $E8,  $10,  $F0,    1,    0,  $41; 42
  20.  
  21.         dc.b   $10,  $E8,  $F8,    0,    0,  $43; 48
  22.  
  23.         dc.b   $E0,  $18,  $F8,    0,    0,  $44; 54
  24.  
  25.  
  26.  
  27. XR = x position when sprite is facing right
  28.  
  29. XL = x position when sprite is facing left
  30.  
  31. Y  = y position  
  32.  
  33. 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.
  34.  
  35. H  = H is the height of the mapping, in the same format as the width.
  36.  
  37. P  = is the priority-flag. If P is set, the mapping will appear above         everything else.
  38.  
  39. CC = is the palette line.
  40.  
  41. X  = is the x-flip-flag. If X is set, the mapping will be flipped       horizontally.
  42.  
  43. Y  = is the y-flip-flag. If Y is set, the mapping will be flipped       vertically.
  44.  
  45. AAA AAAA AAAA is the tile index.
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