Originally posted by wiiqwertyuiop
Try this one.
I get an "error trying to assemble" message when inserting that through Sprite Tool (using v1.40).
REP #$30 ;\ LDA $9A ; | CLC ; | Update Block position to the right ADC #$0010 ; | STA $9A ;/ LDA $03
LDA $98 AND #$F0 STA $00 LDA $9A LSR LSR LSR LSR ORA $00 STA $00 LDA $5B LSR LDA $00 BCS .vert LDX $9B CLC ADC $00BA60,X STA $00 LDA $99 ADC $00BA9C,x STA $01 BRA + .vert LDX $99 CLC ADC $00BA80,x STA $00 LDA $9B ADC $00BABC,x STA $01 + LDA #$7F STA $02 LDA [$00] XBA DEC $02 LDA [$00]
Your Code REP #$30 CMP #$014C ;The block to the right of my custom block BEQ Shatter ;normal shatter routine SEP #$30 LDA #$03 STA $19 Just checking if the code actually works when not branching RTL
LDA RAM_Thunder_Count,x BNE DO_NOT_RESET_THUNDER_COUNT LDA $13 ;\Load Frame Counter AND #$03 ;/Get Random number between 0-3 CLC ;\Add 3 ADC #$03 ;/To make sure the counter's not 0 STA RAM_Thunder_Count,x ;Reset Thunder Count DO_NOT_RESET_THUNDER_COUNT RTS
LDA $96 ; set Accumulator = Mario.Y.low STA $D8,x ; set Sprite.Y.low = Accumulator LDA $97 ; set Accumulator = Mario.Y.high STA $14D4,x ; set Sprite.Y.high = Accumulator