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Let's change the name of nes.sprite to nes.oam, since it really points to Object Attribute Memory
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@ -257,7 +257,7 @@
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; Update the sprite, I don't exactly understand the DMA call yet.
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; Update the sprite, I don't exactly understand the DMA call yet.
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.scope update_sprite
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.scope update_sprite
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lda #>sprite
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lda #>sprite
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sta nes.sprite.dma ; Jam page $200-$2FF into SPR-RAM, how do we get these numbers?
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sta nes.oam.dma ; Jam page $200-$2FF into SPR-RAM, how do we get these numbers?
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lda sprite.x
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lda sprite.x
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beq hit_left
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beq hit_left
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cmp #$F7
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cmp #$F7
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@ -7,6 +7,8 @@
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; Author: Saf Allen 2015
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; Author: Saf Allen 2015
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; I picked up some extra register names for mappers etc here:
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; I picked up some extra register names for mappers etc here:
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; http://wiki.nesdev.com/w/index.php/Registers
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; http://wiki.nesdev.com/w/index.php/Registers
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; Some different common names from here:
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; http://wiki.nesdev.com/w/index.php/PPU_registers
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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.org $0000
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.org $0000
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@ -20,7 +22,7 @@
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.space scroll 1 ; $2005
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.space scroll 1 ; $2005
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.
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.
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.org $2003
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.org $2003
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.scope sprite
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.scope oam
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.space address 1 ; $2003
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.space address 1 ; $2003
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.space io 1 ; $2004
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.space io 1 ; $2004
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.org $4014
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.org $4014
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