Yin and yang: Difference between revisions

Content added Content deleted
m (→‎{{header|68000 Assembly}}: general clarification.)
m (→‎{{header|68000 Assembly}}: general clarification)
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generateOAM:
generateOAM:
;this is just boilerplate required to show hardware sprites to the screen, it's not really relevant to the task.
;INPUT: D0 = SPRITENUM.
; all this does is copy the sprite data to video memory.

;INPUT: D0 = SPRITENUM.
; D4 = Y POS
; D4 = Y POS
; D5 = X POS
; D5 = X POS
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YinYang_Tile: ;EACH NUMBER REPRESENTS A TILE IN THE CHARACTER ROM
YinYang_Tile: ;EACH NUMBER REPRESENTS A TILE IN THE CHARACTER ROM
;THESE VALUES ARE ARBITRARY AND WILL DIFFER DEPENDING ON HOW THE YIN-YANG PIXEL ART IS STORED IN YOUR CARTRIDGE.
DC.W $0060,$0068,$0070,$0078,$0080,$0088,$0090,$0098
DC.W $0060,$0068,$0070,$0078,$0080,$0088,$0090,$0098
DC.W $0061,$0069,$0071,$0079,$0081,$0089,$0091,$0099
DC.W $0061,$0069,$0071,$0079,$0081,$0089,$0091,$0099