Code: Select all
#pragma output REGISTER_SP = 0xd000 // typical stack location when using sp1
Code: Select all
extern void SP1_DRAW_LOAD1(void); // load sprite 1-byte definition graph only no mask; sw rotation will use LOAD1_NR if no rotation necessary
extern void SP1_DRAW_LOAD1NR(void); // load sprite 1-byte definition graph only no mask; no rotation applied, always drawn at exact tile boundary
extern void SP1_DRAW_LOAD1LB(void); // load sprite 1-byte definition graph only no mask; sw rotation as LOAD1 but for left boundary of sprite only
extern void SP1_DRAW_LOAD1RB(void); // load sprite 1-byte definition graph only no mask; sw rotation as LOAD1 but for right boundary of sprite only
I'm using R-Tape's posted beginners sprite code to write myself a basic sprite handling routine from C that I can understand.