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Determinging sprite assembly
08-28-2016, 02:50 PM
How does the game determine which sprite assembly information to apply to each sprite? C0CE3A contains the patterns for the actually assembly, but I can't figure out how it knows which one to apply.
For instance, sprites 0 through 21 use the first 516 bytes from that area then switches to a different section for sprites 22-25, then switches again.
There doesn't appear to be a table that it's looking up.
I've gone over the code that seems to load the images C06777, but I can't figure out how it determines when to stop. Best I can tell, it's based off decrementing the memory at $18, but it looks like that's just set to 6 at C067A5.
For instance, sprites 0 through 21 use the first 516 bytes from that area then switches to a different section for sprites 22-25, then switches again.
There doesn't appear to be a table that it's looking up.
I've gone over the code that seems to load the images C06777, but I can't figure out how it determines when to stop. Best I can tell, it's based off decrementing the memory at $18, but it looks like that's just set to 6 at C067A5.
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