nroflmao
New member
In the Adventure tutorial roughly around 1hour 18min mark, Joe starts talking about customizing the ASM to display sprites on the HUD.
Specifically he opens the Handle Sprite Pre-Draw script and adds code to write a sprite on the HUD.
I can replicate this by running FCEUX and opening the PPU Viewer and hovering over the tile i want to get the sprite ID.
However, there are two tile tables shown there and I can't figure out how to access the tileset on the right, it gives the same hex location as the table on the left.
Currently using the code below, I expect i need to modify the "#$2F" somehow to access the other tileset?
LDA weaponsUnlocked
AND #%00000001 ;; if weapons are unlocked and subpalette 1 ?
BEQ skipDrawingSwordInHud ;; go to skipDrawingSwordInHud
DrawSprite #$75, #$14, #$2F, #$00000000, spriteOffset
inc spriteOffset
inc spriteOffset
inc spriteOffset
inc spriteOffset
skipDrawingSwordInHud:
Specifically he opens the Handle Sprite Pre-Draw script and adds code to write a sprite on the HUD.
I can replicate this by running FCEUX and opening the PPU Viewer and hovering over the tile i want to get the sprite ID.
However, there are two tile tables shown there and I can't figure out how to access the tileset on the right, it gives the same hex location as the table on the left.
Currently using the code below, I expect i need to modify the "#$2F" somehow to access the other tileset?
LDA weaponsUnlocked
AND #%00000001 ;; if weapons are unlocked and subpalette 1 ?
BEQ skipDrawingSwordInHud ;; go to skipDrawingSwordInHud
DrawSprite #$75, #$14, #$2F, #$00000000, spriteOffset
inc spriteOffset
inc spriteOffset
inc spriteOffset
inc spriteOffset
skipDrawingSwordInHud: