43 #define MAXSPRITE4 (MAXSPRITE*4) 44 #define MAXSPRITE2 (MAXSPRITE*2) 136 #define spr_set(id, xp, yp, col, pat) \ 140 sprites[id].colour=col; \ 141 sprites[id].pattern=pat; \ 150 #define spr_setxy(id, xp, yp) \ 161 #define spr_setx(id,xp) { sprites[id].x=xp; } 168 #define spr_sety(id,yp) { sprites[id].y=yp; } 175 #define spr_setpat(id,pat) { sprites[id].pattern=pat; } 182 #define spr_setcol(id,col) { sprites[id].colour=col; } 188 #define spr_getx(id) (sprites[id].x) 194 #define spr_gety(id) (sprites[id].y) void spr_clear30r(void)
Remove all sprite from screen and init their positions in F18a 30 rows mode.
u8 spr_getentry(void)
get a sprite id in sprite list
volatile sprite_t sprites[MAXSPRITE]
32 sprites entries
sprite entry : y,x : coordinates (y,x) with y 0..191 and x 0..255 pattern : pattern numbe...
Definition: sprite.h:53
void spr_mode8x8(void)
put sprite in 8x8 pix mode Put all 32 sprites on screen in 8x8 pixels depth.
Custom types used by pvcollib.
u8 spr_getentry30r(void)
get a sprite id in sprite list
volatile u8 spr_enable
0 or 1 if sprites can be displayed or not
void spr_clear(void)
Remove all sprite from screen and init their positions.
void spr_updatefast(void)
put sprite on screen without checking order Put all 32 sprites on screen. Must be call in NMI routine...
void spr_mode16x16(void)
put sprite in 16x16 pix mode Put all 32 sprites on screen in 16x16 pixels depth.
void spr_update(void)
put sprite on screen Put all 32 sprites on screen. Must be call in NMI routine.