mv_spr.s (260B)
1 .include "global.s" 2 3 .area _HOME 4 5 ;; Move sprite number C at XY = DE 6.mv_sprite:: 7 LD HL,#_shadow_OAM ; Calculate origin of sprite info 8 SLA C ; Multiply C by 4 9 SLA C 10 LD B,#0x00 11 ADD HL,BC 12 13 LD A,E ; Set Y 14 LD (HL+),A 15 16 LD A,D ; Set X 17 LD (HL+),A 18 RET