Hey, Rai here. Recently, I've been trying to code the asm to display a sprite on the screen.
I've mostly been going off the walker.asm example in the snes starter kit.
Now, I've gotten the sprite to display, but unless I put the palette at 100 bytes after the DMA address; the palette will be weird.
In this case, the palette is at 81A000 and that's the address I DMA to CGRAM. But unless I put the palette at 81A100, it won't send the correct palette.
This is weird because I did store 0 to the color register, so I thought that meant that the game should use the first palette?
You can download the asm file for the sprite routine here:
http://www.mediafire.com/download.php?sb9bmmpnozdl1jc
I've mostly been going off the walker.asm example in the snes starter kit.
Now, I've gotten the sprite to display, but unless I put the palette at 100 bytes after the DMA address; the palette will be weird.
In this case, the palette is at 81A000 and that's the address I DMA to CGRAM. But unless I put the palette at 81A100, it won't send the correct palette.
This is weird because I did store 0 to the color register, so I thought that meant that the game should use the first palette?
You can download the asm file for the sprite routine here:
http://www.mediafire.com/download.php?sb9bmmpnozdl1jc