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Basic spit sprite added
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8afd161eb7
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Art/Spit0_004.xcf
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Art/Spit0_004.xcf
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Art/Spit1_005.xcf
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Art/Spit1_005.xcf
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Art/Spit2_006.xcf
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Art/Spit2_006.xcf
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Art/spit0_004.gif
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Art/spit0_004.gif
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Art/spit1_005.gif
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Art/spit1_005.gif
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Art/spit2_006.gif
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2
Makefile
2
Makefile
@ -16,7 +16,7 @@ ADDR=800
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PGM=gscats
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MRSPRITE=../MrSprite/mrsprite
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CHROMA=00ff00
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PALETTE=a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 000000 ffff00 ffff00 ffff00 ffff00 ffff00 ffff00 ffff00 ffffff
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PALETTE=a4dffb 008800 886611 cc9933 eebb44 dd6666 ff99aa 000000 0e7db1 ffff00 ffff00 ffff00 ffff00 ffff00 ffff00 ffffff
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SPRITES=SpriteBank
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all: $(PGM) loader
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SpriteBank00.bin
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SpriteBank00.bin
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@ -285,7 +285,7 @@ fire:
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basePalette:
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.word $0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0000,$0FFF
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.word $0aef,$0080,$0861,$0c93,$0eb4,$0d66,$0f9a,$0000,$07b,$0000,$0000,$0000,$0000,$0000,$0000,$0FFF
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gscats.2mg
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gscats.2mg
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@ -343,7 +343,7 @@ renderProjectiles:
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jmp renderProjectilesDone
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renderProjectilesDoIt:
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RENDER_GAMEOBJECT projectileData,1
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RENDER_GAMEOBJECT projectileData,5
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renderProjectilesDone:
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pla
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@ -2,16 +2,16 @@
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DrawSpriteBank :
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ASL ; A=Sprite Number ($0000-$0003)
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ASL ; A=Sprite Number ($0000-$0006)
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TAX ; Y=Target Screen Address ($2000-$9D00)
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LDA SpriteBankNum,X ; Relative Sprite Number Table
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JMP (SpriteBankBank,X) ; Bank Number Table
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SpriteBankNum :
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.dbyt $0000,$0300,$0200,$0100
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.dbyt $0000,$0200,$0300,$0100,$0500,$0600,$0400
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SpriteBankBank :
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.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00
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.addr SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00,SpriteBankBank00
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SpriteBankBank00 :
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JSL $AA0000
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