I would copy the X / Y coordinates to match the positions 8x8 on the BGR (NT PPU) screen. It is a similar method of placing an object on the screen as it is in Bomber Man. I managed to get a LO byte from a PPU address, but I have a problem with HI byte (20xx-23xx). It seemed to me more simple, but of course ...: /
Code:
CLC
LDA HERO_1_X ;X
LSR A
LSR A
LSR A
STA BombX_Temp ;jest ok, co 8pix daje wartosc o 1
CLC
LDA HERO_1_Y
AND #%11111000
STA BombY_Temp
LDA BombY_Temp
ADC BombX_Temp
STA BOMB_PPU_TILE1_AddrLO
CLC
ADC #1
STA BOMB_PPU_TILE2_AddrLO
LDA BOMB_PPU_TILE1_AddrLO
CLC
ADC #$20
STA BOMB_PPU_TILE3_AddrLO
CLC
ADC #1
STA BOMB_PPU_TILE4_AddrLO
LDA #$20 ;This HiByte is set manually to $ 20xx
STA BOMB_PPU_TILE1_AddrHI
STA BOMB_PPU_TILE2_AddrHI
STA BOMB_PPU_TILE3_AddrHI
STA BOMB_PPU_TILE4_AddrHI
LDA HERO_1_X ;X
LSR A
LSR A
LSR A
STA BombX_Temp ;jest ok, co 8pix daje wartosc o 1
CLC
LDA HERO_1_Y
AND #%11111000
STA BombY_Temp
LDA BombY_Temp
ADC BombX_Temp
STA BOMB_PPU_TILE1_AddrLO
CLC
ADC #1
STA BOMB_PPU_TILE2_AddrLO
LDA BOMB_PPU_TILE1_AddrLO
CLC
ADC #$20
STA BOMB_PPU_TILE3_AddrLO
CLC
ADC #1
STA BOMB_PPU_TILE4_AddrLO
LDA #$20 ;This HiByte is set manually to $ 20xx
STA BOMB_PPU_TILE1_AddrHI
STA BOMB_PPU_TILE2_AddrHI
STA BOMB_PPU_TILE3_AddrHI
STA BOMB_PPU_TILE4_AddrHI