Originally posted by Ixtab
Yes, it's possible.
Don't make useless posts if you're not going to attempt to help.
JVyrn: I have some code (made by Ersanio I believe) which seems to generate a sprite just fine upon the death of another one. I can't guarantee it will work with the patch, but you can give it a shot anyway.
GENERATION JSL $02A9DE ; \ get an index to an unused sprite slot, return if all slots full
BMI RETURN ; / after: Y has index of sprite being generated
LDA #$2D ; \ sound effect
STA $1DFC ; /
LDA #$08 ; \ set sprite status for new sprite
STA $14C8,y ; /
LDA #$1D ; \ set sprite number for new sprite
STA $009E,y ; /
LDA $E4,x ; \ set x position for new sprite
STA $00E4,y ; |
LDA $14E0,x ; |Xpos is the same as the muncher's
STA $14E0,y ; /
LDA $D8,x ; \ set y position for new sprite
SEC ; |
SBC #$0F ; |
STA $00D8,y ; |16 pixels above the munchers
LDA $14D4,x ; |
SBC #$00 ; |
STA $14D4,y ; /
PHX ; \ before: X must have index of sprite being generated
TYX ; | routine clears *all* old sprite values...
JSL $07F7D2 ; | ...and loads in new values for the 6 main sprite tables
PLX ; /
RETURN RTS ; return