---------------------------------------------------------------------------- |The OBJs use a lookup table that contains info on their X and Y position on | |the screen, their size, if they're flipped vertically or horizontally, their| |colour, and the actual data. | | | |The format you need to make the table is as follows: | | | | | |Spr. # Size Offset Explanation | |----------------------------------------------------------------------------| | 0 Byte 0 xxxxxxxx x: X-location. | | Byte 1 yyyyyyyy y: Y-location. | | Byte 2 abcdeeeC a: Vertical flip. | | b: Horizontal flip. | | c: Playfield priority. | | d: Playfield priority. | | e: Pallete #. | | Byte 3 CCCCCCCC C: Character data. | | | | 1 Byte 4 xxxxxxxx x: X-location. | | Byte 5 yyyyyyyy y: Y-location. | | Byte 6 abcdeeeC a: Vertical flip. | | b: Horizontal flip. | | c: Playfield priority. | | d: Playfield priority. | | e: Pallete #. | | Byte 7 CCCCCCCC C: Character data. | |...and so on... | |----------------------------------------------------------------------------| |Continue this table all the way down to OBJ #127 (out of 128). Don't think | |you're finished quite yet: There is one more table of data required. | | | |2 bits are defined for each OBJ (eg. byte #0 holds the info for OBJ 0, 1, 2,| |and 3; byte #1 holds the info for OBJ 4, 5, 6, and 7). Therefore, 128/4 is | |32 bytes of data for the following table: | | ab | | ||____Size toggle bit. | | |_____MSB of X-position bit. | | | |So, the 4 bytes/sprites + the block are put into the OAM table by consec- | |utive writes to the OAM data register. You first should set the OAM address | |to $0000, then shove your data into it. | | | |If you don't set the block after the OAM as well, the results are bad. All | |the data for the MSB stuff wouldn't be defined correctly, which would result| |in your entire OBJ table being wacko. Have atleast some 0's there or a table| |which you really want to use in the long run. | ----------------------------------------------------------------------------