; --------------------------------------------------------------------------- ; Object 02 - Rain ; --------------------------------------------------------------------------- obj02: ; XREF: Obj_Index moveq #0,d0 move.b $24(a0),d0 move.w obj02_Index(pc,d0.w),d1 jmp obj02_Index(pc,d1.w) ; =========================================================================== obj02_Index: dc.w obj02_Main-obj02_Index dc.w obj02_First-obj02_Index ; =========================================================================== obj02_Main: ; XREF: Rain code addq.b #2,$24(a0) ;go to next routine move.l #Map_obj02,4(a0) ;Maps move.w #$56E,2(a0) ;VRAM position move.b #0,1(a0) move.b #1,$18(a0) obj02_Display: jmp DisplaySprite rts obj02_First: jsr Obj02_Display move.w #-$700,$10(a0) ; make the object have a speed which moves it up quickly addq.w #4,$A(a0) jmp SpeedToPos ; update the object's position (move the object) rts Obj02Next_Func: addq.b #2,$24(a0) rts Obj02_Delete: jmp DeleteObject ; =========================================================================== ; --------------------------------------------------------------------------- ; Sprite mappings ; --------------------------------------------------------------------------- Map_obj02: include "_mapsrain.asm" include "_mapsrain2.asm"
The screen shot:
(The Ash code will be a carbon copy of Obj02, but with different ram addresses. Obj10 will be the space it uses)
Edited by Mike B Berry, 05 August 2012 - 12:43 AM.












