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- .include "global.s"
-
- .area _CODE
-
- ;; Move sprite number C at XY = DE
- .scroll_sprite::
- LD HL,#.OAM ; Calculate origin of sprite info
- SLA C ; Multiply C by 4
- SLA C
- LD B,#0x00
- ADD HL,BC
-
- LD A,(HL)
- ADD E ; Set Y
- LD (HL+),A
-
- LD A,(HL)
- ADD D ; Set X
- LD (HL+),A
- RET
-
- _scroll_sprite::
- PUSH BC
-
- LDA HL,4(SP) ; Skip return address and registers
- LD C,(HL) ; C = nb
- INC HL
- LD D,(HL) ; D = x
- INC HL
- LD E,(HL) ; E = y
-
- CALL .scroll_sprite
-
- POP BC
- RET
-