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@ -13,7 +13,7 @@ |
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; 0030-003F: (x, y) velocities of each of the 8 possible shot states. |
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; 0030-003F: (x, y) velocities of each of the 8 possible shot states. |
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; 0040-009F: {sprite, x, y, x-velocity, y-velocity, unused} per player shot. |
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; 0040-009F: {sprite, x, y, x-velocity, y-velocity, unused} per player shot. |
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; If sprite is 0, the shot is disabled. |
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; If sprite is 0, the shot is disabled. |
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; 00A0-00FF: As above, for enemy shots. |
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; 00A0-015F: As above, for enemy shots. |
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; [gap] |
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; [gap] |
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; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA. |
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; Sprite table buffers -- copied each frame to OAM during VBlank, using DMA. |
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; 1000-11FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette) |
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; 1000-11FF: table 1 (4 bytes each: x/y coord, tile #, flip/priority/palette) |
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@ -34,7 +34,7 @@ |
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.define playerShotArray $40 |
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.define playerShotArray $40 |
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.define playerShotArrayLength 16 |
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.define playerShotArrayLength 16 |
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.define enemyShotArray $A0 |
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.define enemyShotArray $A0 |
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.define enemyShotArrayLength 16 |
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.define enemyShotArrayLength 32 |
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.define shotSize 6 |
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.define shotSize 6 |
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.define numSprites 128 |
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.define numSprites 128 |
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