Ich kann ja mal den kompletten Code posten, da man sowohl Sprite als auch Generator einfügen muss und sich das ja irgendwie beeinflusst (die readme sagt, dass alles vom Generator ausgeht und das deswegen da geändert werden muss). Hier ist der komplette Code für den Generator und den Sprite:
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;;
;; Wall jump powerup, by Iceguy
;; Based on wall jump block by Ersanio
;;
;;
;; Description: This sprite, when collected by Mario, will make him turn big and give
;; him the ability to wall jump! If he gets hit, he loses the powerup. For the sprite
;; to work, place the generator at all secondary entrances.
;;
;; This sprite does not use the extra bit.
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; sprite init JSL
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dcb "INIT"
RTL
dcb "MAIN"
PHB
PHK
PLB
JSR SPRITE_ROUTINE
PLB
RTL
SPRITE_ROUTINE LDA $14C8,x ; return if sprite status != 8
CMP #$08
BNE RETURNED
JSR SUB_GFX
LDA $9D ; return if sprites locked
BNE RETURNED
JSR SUB_OFF_SCREEN_X0 ; only process sprite while on screen
LDA $187A ;if on yoshi
BNE RETURNED ;end code
JSL $01A7DC ;mario/sprite contact..
BCC RETURNED
LDA #$04 ;play flower animation
STA $71
LDA #$30 ;cycle through palettes
STA $149B
LDA #$01 ;make mario big
STA $19
LDA #$0A ;play SFX
STA $1DF9
LDA #$03 ;set new mode
STA $0DC6
STZ $14C8,x ;and erase sprite
BRA Check_Whole ;then check main code
RETURNED RTS
;This part of the code is not executed by the sprite
;it is executed by the generator
;the code below will do nothing if you change it
;except for the graphics routine
Check_Whole STZ $7D
LDA $76
BEQ JumpRight
BRA JumpLeft
JumpLeft LDA $15 ;
AND #$80 ;If you dont press the jump button, return.
BEQ Return ;
LDA #$E0 ;Horizontal speed
STA $7B ;
LDA #$A7 ;
STA $7D ;Vertical Speed
LDA #$02 ;
STA $1DF9 ;"Click" Sound effect
STZ $76 ;Direction left
BRA Return ;Always Return
JumpRight
LDA $16
AND #$80 ;If you dont press the jump button, return.
BEQ Return
LDA #$20 ;Horizontal Speed
STA $7B ;
LDA #$A7 ;Vertical Speed
STA $7D ;
LDA #$02 ;
STA $1DF9 ;Click sound effect
LDA #$01 ;Direction Right
STA $76
Return RTS
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; GRAPHICS ROUTINE
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SUB_GFX JSR GET_DRAW_INFO ; after: Y = index to sprite OAM ($300)
; $00 = sprite x position relative to screen boarder
; $01 = sprite y position relative to screen boarder
LDA $157C,x ; $02 = sprite direction
STA $02
LDA $00 ; set x position of the tile
STA $0300,y
LDA $01 ; set y position of the tile
STA $0301,y
LDA #$C2 ; set tile number
STA $0302,y
LDA $15F6,x ; get sprite palette info
PHX
LDX $02 ; flip the tile if the sprite direction is 0
BNE NO_FLIP_1
ORA #$40
NO_FLIP_1 PLX
ORA $64 ; add in the priority bits from the level settings
STA $0303,y ; set properties
INY ; get the index to the next slot of the OAM
INY ; (this is needed if you wish to draw another tile)
INY
INY
LDY #$02 ; #$02 means the tiles are 16x16
LDA #$00 ; This means we drew one tile
JSL $01B7B3
RTS
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; ROUTINES FROM THE LIBRARY ARE PASTED BELOW
; You should never have to modify this code
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; GET_DRAW_INFO
; This is a helper for the graphics routine. It sets off screen flags, and sets up
; variables. It will return with the following:
;
; Y = index to sprite OAM ($300)
; $00 = sprite x position relative to screen boarder
; $01 = sprite y position relative to screen boarder
;
; It is adapted from the subroutine at $03B760
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SPR_T1 dcb $0C,$1C
SPR_T2 dcb $01,$02
GET_DRAW_INFO STZ $186C,x ; reset sprite offscreen flag, vertical
STZ $15A0,x ; reset sprite offscreen flag, horizontal
LDA $E4,x ; \
CMP $1A ; | set horizontal offscreen if necessary
LDA $14E0,x ; |
SBC $1B ; |
BEQ ON_SCREEN_X ; |
INC $15A0,x ; /
ON_SCREEN_X LDA $14E0,x ; \
XBA ; |
LDA $E4,x ; |
REP #$20 ; |
SEC ; |
SBC $1A ; | mark sprite invalid if far enough off screen
CLC ; |
ADC.W #$0040 ; |
CMP.W #$0180 ; |
SEP #$20 ; |
ROL A ; |
AND #$01 ; |
STA $15C4,x ; /
BNE INVALID ;
LDY #$00 ; \ set up loop:
LDA $1662,x ; |
AND #$20 ; | if not smushed (1662 & 0x20), go through loop twice
BEQ ON_SCREEN_LOOP ; | else, go through loop once
INY ; /
ON_SCREEN_LOOP LDA $D8,x ; \
CLC ; | set vertical offscreen if necessary
ADC SPR_T1,y ; |
PHP ; |
CMP $1C ; | (vert screen boundry)
ROL $00 ; |
PLP ; |
LDA $14D4,x ; |
ADC #$00 ; |
LSR $00 ; |
SBC $1D ; |
BEQ ON_SCREEN_Y ; |
LDA $186C,x ; | (vert offscreen)
ORA SPR_T2,y ; |
STA $186C,x ; |
ON_SCREEN_Y DEY ; |
BPL ON_SCREEN_LOOP ; /
LDY $15EA,x ; get offset to sprite OAM
LDA $E4,x ; \
SEC ; |
SBC $1A ; | $00 = sprite x position relative to screen boarder
STA $00 ; /
LDA $D8,x ; \
SEC ; |
SBC $1C ; | $01 = sprite y position relative to screen boarder
STA $01 ; /
RTS ; return
INVALID PLA ; \ return from *main gfx routine* subroutine...
PLA ; | ...(not just this subroutine)
RTS ; /
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; SUB_OFF_SCREEN
; This subroutine deals with sprites that have moved off screen
; It is adapted from the subroutine at $01AC0D
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SPR_T12 dcb $40,$B0
SPR_T13 dcb $01,$FF
SPR_T14 dcb $30,$C0,$A0,$C0,$A0,$F0,$60,$90 ;bank 1 sizes
dcb $30,$C0,$A0,$80,$A0,$40,$60,$B0 ;bank 3 sizes
SPR_T15 dcb $01,$FF,$01,$FF,$01,$FF,$01,$FF ;bank 1 sizes
dcb $01,$FF,$01,$FF,$01,$00,$01,$FF ;bank 3 sizes
SUB_OFF_SCREEN_X1 LDA #$02 ; \ entry point of routine determines value of $03
BRA STORE_03 ; | (table entry to use on horizontal levels)
SUB_OFF_SCREEN_X2 LDA #$04 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X3 LDA #$06 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X4 LDA #$08 ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X5 LDA #$0A ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X6 LDA #$0C ; |
BRA STORE_03 ; |
SUB_OFF_SCREEN_X7 LDA #$0E ; |
STORE_03 STA $03 ; |
BRA START_SUB ; |
SUB_OFF_SCREEN_X0 STZ $03 ; /
START_SUB JSR SUB_IS_OFF_SCREEN ; \ if sprite is not off screen, return
BEQ RETURN_35 ; /
LDA $5B ; \ goto VERTICAL_LEVEL if vertical level
AND #$01 ; |
BNE VERTICAL_LEVEL ; /
LDA $D8,x ; \
CLC ; |
ADC #$50 ; | if the sprite has gone off the bottom of the level...
LDA $14D4,x ; | (if adding 0x50 to the sprite y position would make the high byte >= 2)
ADC #$00 ; |
CMP #$02 ; |
BPL ERASE_SPRITE ; / ...erase the sprite
LDA $167A,x ; \ if "process offscreen" flag is set, return
AND #$04 ; |
BNE RETURN_35 ; /
LDA $13 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0756 VC:176 00 FL:205
AND #$01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0780 VC:176 00 FL:205
ORA $03 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0796 VC:176 00 FL:205
STA $01 ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0820 VC:176 00 FL:205
TAY ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0844 VC:176 00 FL:205
LDA $1A ;A:8A01 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizcHC:0858 VC:176 00 FL:205
CLC ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0882 VC:176 00 FL:205
ADC SPR_T14,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZcHC:0896 VC:176 00 FL:205
ROL $00 ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizcHC:0928 VC:176 00 FL:205
CMP $E4,x ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:0966 VC:176 00 FL:205
PHP ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:0996 VC:176 00 FL:205
LDA $1B ;A:8AC0 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizCHC:1018 VC:176 00 FL:205
LSR $00 ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdiZCHC:1042 VC:176 00 FL:205
ADC SPR_T15,y ;A:8A00 X:0009 Y:0001 D:0000 DB:01 S:01F0 P:envMXdizcHC:1080 VC:176 00 FL:205
PLP ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F0 P:eNvMXdizcHC:1112 VC:176 00 FL:205
SBC $14E0,x ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1140 VC:176 00 FL:205
STA $00 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1172 VC:176 00 FL:205
LSR $01 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:eNvMXdizCHC:1196 VC:176 00 FL:205
BCC SPR_L31 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1234 VC:176 00 FL:205
EOR #$80 ;A:8AFF X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdiZCHC:1250 VC:176 00 FL:205
STA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1266 VC:176 00 FL:205
SPR_L31 LDA $00 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1290 VC:176 00 FL:205
BPL RETURN_35 ;A:8A7F X:0009 Y:0001 D:0000 DB:01 S:01F1 P:envMXdizCHC:1314 VC:176 00 FL:205
ERASE_SPRITE LDA $14C8,x ; \ if sprite status < 8, permanently erase sprite
CMP #$08 ; |
BCC KILL_SPRITE ; /
LDY $161A,x ;A:FF08 X:0007 Y:0001 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1108 VC:059 00 FL:2878
CPY #$FF ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZCHC:1140 VC:059 00 FL:2878
BEQ KILL_SPRITE ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1156 VC:059 00 FL:2878
LDA #$00 ;A:FF08 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdizcHC:1172 VC:059 00 FL:2878
STA $1938,y ;A:FF00 X:0007 Y:0000 D:0000 DB:01 S:01F3 P:envMXdiZcHC:1188 VC:059 00 FL:2878
KILL_SPRITE STZ $14C8,x ; erase sprite
RETURN_35 RTS ; return
VERTICAL_LEVEL LDA $167A,x ; \ if "process offscreen" flag is set, return
AND #$04 ; |
BNE RETURN_35 ; /
LDA $13 ; \
LSR A ; |
BCS RETURN_35 ; /
LDA $E4,x ; \
CMP #$00 ; | if the sprite has gone off the side of the level...
LDA $14E0,x ; |
SBC #$00 ; |
CMP #$02 ; |
BCS ERASE_SPRITE ; / ...erase the sprite
LDA $13 ;A:0000 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:1218 VC:250 00 FL:5379
LSR A ;A:0016 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1242 VC:250 00 FL:5379
AND #$01 ;A:000B X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1256 VC:250 00 FL:5379
STA $01 ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1272 VC:250 00 FL:5379
TAY ;A:0001 X:0009 Y:00E4 D:0000 DB:01 S:01F3 P:envMXdizcHC:1296 VC:250 00 FL:5379
LDA $1C ;A:001A X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0052 VC:251 00 FL:5379
CLC ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0076 VC:251 00 FL:5379
ADC SPR_T12,y ;A:00BD X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0090 VC:251 00 FL:5379
ROL $00 ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:enVMXdizCHC:0122 VC:251 00 FL:5379
CMP $D8,x ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0160 VC:251 00 FL:5379
PHP ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0190 VC:251 00 FL:5379
LDA.W $001D ;A:006D X:0009 Y:0001 D:0000 DB:01 S:01F2 P:eNVMXdizcHC:0212 VC:251 00 FL:5379
LSR $00 ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdiZcHC:0244 VC:251 00 FL:5379
ADC SPR_T13,y ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:enVMXdizCHC:0282 VC:251 00 FL:5379
PLP ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F2 P:envMXdiZCHC:0314 VC:251 00 FL:5379
SBC $14D4,x ;A:0000 X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNVMXdizcHC:0342 VC:251 00 FL:5379
STA $00 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0374 VC:251 00 FL:5379
LDY $01 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0398 VC:251 00 FL:5379
BEQ SPR_L38 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0422 VC:251 00 FL:5379
EOR #$80 ;A:00FF X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0438 VC:251 00 FL:5379
STA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0454 VC:251 00 FL:5379
SPR_L38 LDA $00 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0478 VC:251 00 FL:5379
BPL RETURN_35 ;A:007F X:0009 Y:0001 D:0000 DB:01 S:01F3 P:envMXdizcHC:0502 VC:251 00 FL:5379
BMI ERASE_SPRITE ;A:8AFF X:0002 Y:0000 D:0000 DB:01 S:01F3 P:eNvMXdizcHC:0704 VC:184 00 FL:5490
SUB_IS_OFF_SCREEN LDA $15A0,x ; \ if sprite is on screen, accumulator = 0
ORA $186C,x ; |
RTS ; / return
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; SUB_HORZ_POS
; This routine determines which side of the sprite Mario is on. It sets the Y register
; to the direction such that the sprite would face Mario
; It is ripped from $03B817
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