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- .include "global.s"
-
- .area _CODE
-
- ;; Set sprite number C to tile D
- .set_sprite_tile::
- LD HL,#.OAM+2 ; Calculate origin of sprite info
-
- SLA C ; Multiply C by 4
- SLA C
- LD B,#0x00
- ADD HL,BC
-
- LD A,D ; Set sprite number
- LD (HL),A
- RET
-
- _set_sprite_tile::
- PUSH BC
-
- LDA HL,4(SP) ; Skip return address and registers
- LD C,(HL) ; C = nb
- INC HL
- LD D,(HL) ; D = tile
-
- CALL .set_sprite_tile
-
- POP BC
- RET
-