1. You will have to setup a counterloop type routine that will check the sprites state and not animate if so.
Something like:
2. Do the same as above except set X (or Y) flip to the YXPPCCCT.
3. Yes, you have to add this routine yourself and JSR to it.
4. Same as above, JSR to the Generate Smoke Subroutine
5. For that you'd do something like check Mario's Y speed and then the sprites Y position, I guess....
All of this (or at least most of it) was covered in the tutorial, please read all of it...
Something like:
Code
LDA $14C8,X CMP #$02 ;Falling off screen BEQ DontAnimate ;;Animation routine and then the rest DontAnimate: ;;Generic 1 tile write to $0302,y RTS
2. Do the same as above except set X (or Y) flip to the YXPPCCCT.
3. Yes, you have to add this routine yourself and JSR to it.
4. Same as above, JSR to the Generate Smoke Subroutine
5. For that you'd do something like check Mario's Y speed and then the sprites Y position, I guess....
Originally posted by NamelessProtagonist
Also, it would be nice if you could cover what to do to set the palette and whether or not the sprite uses the second graphics page or not using the cfg file in a bit more detail...
All of this (or at least most of it) was covered in the tutorial, please read all of it...