K, with regards to drawing tiles, three questions.
1: When you say X and Y position does this mean in regards to the level or in regards to something else, like the clipping "field" of the sprite? I'm very confused about this and it would probably help with my second and third questions.
2: my hack's version of the fishin' boo isn't supposed to have a cloud.
When I was fooling around with trying to figure out what tiles make up the cloud it seemed like it was made of 8x8 tiles, as opposed to 16x16. It might've been one tile duplicating itself a few times (i think this is the case) though.
I'm pretty sure that in order to get rid of the cloud so my fishin boo (well, flying jellyfish with a wrecking ball) won't look ridiculous all i have to do is go into the fishin boo disassembly and take out
CodeLDA #(number of cloud tile, which i am too lazy to look up at the moment) ;\
STA $0302,y ;/ Tile to draw. This is currently tile 24.
; NOTE: The tile is the upper-left tile of the 16x16 tile you want to draw
LDA #$06
ORA $64
STA $0303,y ; Write the YXPPCCCT property byte of the sprite
; See this part of the tutorial again for more info
INY ;\
INY ; | The OAM is 8x8, but our sprite is 16x16 ..
INY ; | So increment it 4 times.
INY ;/
LDY #$02 ; Y ends with the tile size .. 02 means it's 16x16
LDA #$00 ; A -> number of tiles drawn - 1.
; I drew only 1 tile so I put in 1-1 = 00.
JSL $01B7B3 ; Call the routine that draws the sprite.
RTS ; Never forget this!
for every instance of that code appearing, as well as its x and y position, properties, and X/Y displacement. (i'm assuming bad things will happen if it tries to draw "nothing").
Then what? would I keep the same clipping value?
Also i'm probably missing it but i'm having some trouble understanding the clipping table, and what the dots, the 16x16 dark blue square, and the light blue rectangle mean, respectively.
3: as an aside i'm (In the far future) making a boss where you have to kill him by scrolling him off the screen and therefore activating the "Goal if no sprites on screen" generator.
i figure this might help me understand questions 1 and 2 better and then maybe i could become the greatest hacker in the world
CodeSBC $1A ; | mark sprite invalid if far enough off screen
What does $1A mean? Is it the number of pixels off-screen the sprite needs to be for it to be invalid? I probably don't need to change it anyways, but i'm curious.
Stay frosty!