tokumaru wrote:
I hope you are not using hardcoded OAM locations for your sprites and updating the coordinates of each individual sprites as your character moves, because that makes things much harder. The correct/versatile way to draw sprites is to start from the object's logical coordinate (the one you use for movement, collisions, etc.) and draw all individual sprites around that, to dynamic OAM positions (which also allows you to do sprite cycling when you need it). As long as you do it the versatile way, it's just a matter of calculating the first X coordinate and the step value based on the direction the object is facing, and use those in the loop that renders sprites.
I am not sure what "hardcoded" OAM is. This is what my code for the sprite drawing routine looks like:
Code:
PlayingSP: ; This is the code for where the sprites first appear on the screen
;vert tile attr horiz
.db $B0, $00, $00, $20
.db $B0, $01, $00, $28
.db $B8, $02, $00, $20
.db $B8, $03, $00, $28
Should I change it to something like this?
Code:
PlayingSP: ; This is the code for where the sprites first appear on the screen
;vert tile attr horiz
.db $B0, $00, $00, $20
JSR draw_PlayingSP ; Code will exist soon
Or does it have todo with something else?