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added more actors to demonstrate

master
Thorn Avery 4年前
コミット
31327d35ee
2個のファイルの変更86行の追加1行の削除
  1. +5
    -0
      src/animation.asm
  2. +81
    -1
      src/entry.asm

+ 5
- 0
src/animation.asm ファイルの表示

@@ -14,6 +14,11 @@
SECTION "Actor STructs", WRAM0

dstruct Actor, Player
dstruct Actor, NPC01
dstruct Actor, NPC02
dstruct Actor, NPC03
dstruct Actor, NPC04
dstruct Actor, NPC05

SECTION "Animation Variables", HRAM



+ 81
- 1
src/entry.asm ファイルの表示

@@ -43,6 +43,76 @@ Start:
ld a, LOW(ActorROM)
ld [Player_GFXData], a

ld a, 24
ld [NPC01_YPos], a
ld a, 24
ld [NPC01_XPos], a
ld a, 20
ld [NPC01_GFXCounter], a
xor a
ld [NPC01_GFXState], a
ld [NPC01_TileData], a
ld a, HIGH(ActorROM)
ld [NPC01_GFXData+1], a
ld a, LOW(ActorROM)
ld [NPC01_GFXData], a

ld a, 24
ld [NPC02_YPos], a
ld a, 48
ld [NPC02_XPos], a
ld a, 30
ld [NPC02_GFXCounter], a
xor a
ld [NPC02_GFXState], a
ld [NPC02_TileData], a
ld a, HIGH(ActorROM)
ld [NPC02_GFXData+1], a
ld a, LOW(ActorROM)
ld [NPC02_GFXData], a

ld a, 48
ld [NPC03_YPos], a
ld a, 48
ld [NPC03_XPos], a
ld a, 40
ld [NPC03_GFXCounter], a
xor a
ld [NPC03_GFXState], a
ld [NPC03_TileData], a
ld a, HIGH(ActorROM)
ld [NPC03_GFXData+1], a
ld a, LOW(ActorROM)
ld [NPC03_GFXData], a

ld a, 48
ld [NPC04_YPos], a
ld a, 24
ld [NPC04_XPos], a
ld a, 50
ld [NPC04_GFXCounter], a
xor a
ld [NPC04_GFXState], a
ld [NPC04_TileData], a
ld a, HIGH(ActorROM)
ld [NPC04_GFXData+1], a
ld a, LOW(ActorROM)
ld [NPC04_GFXData], a

ld a, 64
ld [NPC05_YPos], a
ld a, 64
ld [NPC05_XPos], a
ld a, 10
ld [NPC05_GFXCounter], a
xor a
ld [NPC05_GFXState], a
ld [NPC05_TileData], a
ld a, HIGH(ActorROM)
ld [NPC05_GFXData+1], a
ld a, LOW(ActorROM)
ld [NPC05_GFXData], a

ld a, LCDCF_ON | LCDCF_OBJON | LCDCF_BGON
ld [rLCDC], a

@@ -50,10 +120,20 @@ game_loop:
call Hide_OAM
call Read_Pad
call PC_Update
call Wait_VBlank
ld de, wShadowOAM
ld hl, Player
call RenderActor
ld hl, NPC01
call RenderActor
ld hl, NPC02
call RenderActor
ld hl, NPC03
call RenderActor
ld hl, NPC04
call RenderActor
ld hl, NPC05
call RenderActor
call Wait_VBlank
ld a, HIGH(wShadowOAM)
call hOAMDMA
jr game_loop


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