Use 'tile' and 'tiles' macros

This commit is contained in:
Rangi 2020-07-07 15:09:54 -04:00
parent b945988a0a
commit 4a7d1513f3
30 changed files with 188 additions and 303 deletions

View file

@ -130,25 +130,25 @@ LoadMapSpriteTilePatterns:
push de
push bc
ld hl, vNPCSprites ; VRAM base address
ld bc, $c0 ; number of bytes per VRAM slot
ld bc, 12 tiles ; number of bytes per VRAM slot
ldh a, [hVRAMSlot]
cp 11 ; is it a 4-tile sprite?
jr nc, .fourTileSpriteVRAMAddr
ld d, a
dec d
; hl = vSprites + [hVRAMSlot] * $C0 (the number of bytes in 12 tiles)
; hl = vSprites + [hVRAMSlot] * 12 tiles
.calculateVRAMAddrLoop
add hl, bc
dec d
jr nz, .calculateVRAMAddrLoop
jr .loadStillTilePattern
.fourTileSpriteVRAMAddr
ld hl, vSprites + $7c0 ; address for second 4-tile sprite
ld hl, vSprites tile $7c ; address for second 4-tile sprite
ldh a, [hFourTileSpriteCount]
and a
jr nz, .loadStillTilePattern
; if it's the first 4-tile sprite
ld hl, vSprites + $780 ; address for first 4-tile sprite
ld hl, vSprites tile $78 ; address for first 4-tile sprite
inc a
ldh [hFourTileSpriteCount], a
.loadStillTilePattern