pokecrystal-board/engine/overworld/overworld.asm

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GetEmote2bpp:
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ld a, $1
ldh [rVBK], a
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call Get2bpp
xor a
ldh [rVBK], a
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ret
_UpdatePlayerSprite::
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call GetPlayerSprite
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ld a, [wUsedSprites]
ldh [hUsedSpriteIndex], a
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ld a, [wUsedSprites + 1]
ldh [hUsedSpriteTile], a
call GetUsedSprite
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ret
_RefreshSprites: ; mobile
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ld hl, wSpriteFlags
ld a, [hl]
push af
res 7, [hl]
set 6, [hl]
call LoadUsedSpritesGFX
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pop af
ld [wSpriteFlags], a
ret
_ClearSprites: ; mobile
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ld hl, wSpriteFlags
ld a, [hl]
push af
set 7, [hl]
res 6, [hl]
call LoadUsedSpritesGFX
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pop af
ld [wSpriteFlags], a
ret
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RefreshSprites::
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call .Refresh
call LoadUsedSpritesGFX
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ret
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.Refresh:
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xor a
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ld bc, wUsedSpritesEnd - wUsedSprites
ld hl, wUsedSprites
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call ByteFill
call GetPlayerSprite
call AddMapSprites
call LoadAndSortSprites
ret
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DeterminePlayerSprite:
; Return player's sprite in c and a.
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ld a, [wPlayerCharacter]
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ld e, PLAYERDATA_STATE_SPRITES
call GetPlayerField
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ld a, [wPlayerState]
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ld c, a
.loop
ld a, [hli]
cp c
jr z, .good
inc hl
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cp -1
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jr nz, .loop
; Any player state not in the array defaults to Chris's sprite.
xor a ; ld a, PLAYER_NORMAL
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ld [wPlayerState], a
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ld a, SPRITE_CHRIS
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ret
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.good
ld a, [hl]
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ld c, a
ret
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GetPlayerSprite:
; Get player's sprite in a.
call DeterminePlayerSprite
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ld [wUsedSprites + 0], a
ld [wPlayerSprite], a
ld [wPlayerObjectSprite], a
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ret
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INCLUDE "data/sprites/player_sprites.asm"
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AddMapSprites:
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ld a, [wMapGroup]
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dec a
ld c, a
ld b, 0
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ld hl, MapSprites
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add hl, bc
add hl, bc
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ld a, [hli]
ld h, [hl]
ld l, a
.loop
ld a, [hli]
and a
ret z
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call AddSpriteGFX
jr .loop
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LoadUsedSpritesGFX:
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ld a, MAPCALLBACK_SPRITES
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call RunMapCallback
call GetUsedSprites
call LoadMiscTiles
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ret
LoadMiscTiles:
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ld a, [wSpriteFlags]
bit 6, a
ret nz
ld c, EMOTE_SHADOW
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farcall LoadEmote
call GetMapEnvironment
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call CheckOutdoorMap
ld c, EMOTE_GRASS_RUSTLE
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jr z, .outdoor
ld c, EMOTE_BOULDER_DUST
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.outdoor
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farcall LoadEmote
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ret
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SafeGetSprite:
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push hl
call GetSprite
pop hl
ret
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GetSprite:
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call GetMonSprite
ret c
ld hl, OverworldSprites + SPRITEDATA_ADDR
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
; load the address into de
ld a, [hli]
ld e, a
ld a, [hli]
ld d, a
; load the length into c
ld a, [hli]
swap a
ld c, a
; load the sprite bank into both b and h
ld b, [hl]
ld a, [hli]
; load the sprite type into l
ld l, [hl]
ld h, a
ret
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GetMonSprite:
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; Return carry if a monster sprite was loaded.
cp SPRITE_POKEMON
jr c, .Normal
cp SPRITE_DAY_CARE_MON_1
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jr z, .BreedMon1
cp SPRITE_DAY_CARE_MON_2
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jr z, .BreedMon2
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cp SPRITE_VARS
jr nc, .Variable
jr .Icon
.Normal:
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and a
ret
.Icon:
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sub SPRITE_POKEMON
ld e, a
ld d, 0
ld hl, SpriteMons
add hl, de
ld a, [hl]
jr .Mon
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.BreedMon1
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ld a, [wBreedMon1Species]
jr .Mon
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.BreedMon2
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ld a, [wBreedMon2Species]
.Mon:
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ld e, a
and a
jr z, .NoBreedmon
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farcall LoadOverworldMonIcon
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ld l, WALKING_SPRITE
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ld h, 0
scf
ret
.Variable:
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sub SPRITE_VARS
ld e, a
ld d, 0
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ld hl, wVariableSprites
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add hl, de
ld a, [hl]
and a
jp nz, GetMonSprite
.NoBreedmon:
ld a, WALKING_SPRITE
ld l, WALKING_SPRITE
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ld h, 0
and a
ret
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_DoesSpriteHaveFacings::
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; Checks to see whether we can apply a facing to a sprite.
; Returns carry unless the sprite is a Pokemon or a Still Sprite.
cp SPRITE_POKEMON
jr nc, .only_down
push hl
push bc
ld hl, OverworldSprites + SPRITEDATA_TYPE
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
ld a, [hl]
pop bc
pop hl
cp STILL_SPRITE
jr nz, .only_down
scf
ret
.only_down
and a
ret
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_GetSpritePalette::
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ld a, c
call GetMonSprite
jr c, .is_pokemon
ld hl, OverworldSprites + SPRITEDATA_PALETTE
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dec a
ld c, a
ld b, 0
ld a, NUM_SPRITEDATA_FIELDS
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call AddNTimes
ld c, [hl]
ret
.is_pokemon
xor a
ld c, a
ret
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LoadAndSortSprites:
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call LoadSpriteGFX
call ArrangeUsedSprites
ret
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AddSpriteGFX:
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; Add any new sprite ids to a list of graphics to be loaded.
; Return carry if the list is full.
push hl
push bc
ld b, a
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ld hl, wUsedSprites + 2
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ld c, SPRITE_GFX_LIST_CAPACITY - 1
.loop
ld a, [hl]
cp b
jr z, .exists
and a
jr z, .new
inc hl
inc hl
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dec c
jr nz, .loop
pop bc
pop hl
scf
ret
.exists
pop bc
pop hl
and a
ret
.new
ld [hl], b
pop bc
pop hl
and a
ret
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LoadSpriteGFX:
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ld hl, wUsedSprites
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ld b, SPRITE_GFX_LIST_CAPACITY
.loop
ld a, [hli]
and a
jr z, .done
push hl
call .LoadSprite
pop hl
ld [hli], a
dec b
jr nz, .loop
.done
ret
.LoadSprite:
push bc
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call GetSprite
pop bc
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ld a, l
ret
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ArrangeUsedSprites:
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; Get the length of each sprite and space them out in VRAM.
; Crystal introduces a second table in VRAM bank 0.
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ld hl, wUsedSprites
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ld c, SPRITE_GFX_LIST_CAPACITY
ld b, 0
.FirstTableLength:
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; Keep going until the end of the list.
ld a, [hli]
and a
jr z, .quit
ld a, [hl]
call GetSpriteLength
; Spill over into the second table after $80 tiles.
add b
cp $80
jr z, .loop
jr nc, .SecondTable
.loop
ld [hl], b
inc hl
ld b, a
; Assumes the next table will be reached before c hits 0.
dec c
jr nz, .FirstTableLength
.SecondTable:
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; The second tile table starts at tile $80.
ld b, $80
dec hl
.SecondTableLength:
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; Keep going until the end of the list.
ld a, [hli]
and a
jr z, .quit
ld a, [hl]
call GetSpriteLength
; Don't go any further than the second row in the second table.
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add b
cp $a0 + 1
jr nc, .quit
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ld [hl], b
ld b, a
inc hl
dec c
jr nz, .SecondTableLength
.quit
ret
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GetSpriteLength:
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; Return the length of sprite type a in tiles.
cp WALKING_SPRITE
jr z, .AnyDirection
cp STANDING_SPRITE
jr z, .AnyDirection
cp STILL_SPRITE
jr z, .OneDirection
ld a, 12
ret
.AnyDirection:
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ld a, 12
ret
.OneDirection:
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ld a, 4
ret
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GetUsedSprites:
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ld hl, wUsedSprites
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ld c, SPRITE_GFX_LIST_CAPACITY
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.loop
ld a, [wSpriteFlags]
res 5, a
ld [wSpriteFlags], a
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ld a, [hli]
and a
jr z, .done
ldh [hUsedSpriteIndex], a
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ld a, [hli]
ldh [hUsedSpriteTile], a
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bit 7, a
jr z, .dont_set
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ld a, [wSpriteFlags]
set 5, a ; load VBank0
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ld [wSpriteFlags], a
.dont_set
push bc
push hl
call GetUsedSprite
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pop hl
pop bc
dec c
jr nz, .loop
.done
ret
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GetUsedSprite:
ldh a, [hUsedSpriteIndex]
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call SafeGetSprite
ldh a, [hUsedSpriteTile]
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call .GetTileAddr
push hl
push de
push bc
ld a, [wSpriteFlags]
bit 7, a
jr nz, .skip
call .CopyToVram
.skip
pop bc
ld l, c
ld h, $0
rept 4
add hl, hl
endr
pop de
add hl, de
ld d, h
ld e, l
pop hl
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ld a, [wSpriteFlags]
bit 5, a
jr nz, .done
bit 6, a
jr nz, .done
ldh a, [hUsedSpriteIndex]
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call _DoesSpriteHaveFacings
jr c, .done
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ld a, h
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add HIGH(vTiles1 - vTiles0)
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ld h, a
call .CopyToVram
.done
ret
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.GetTileAddr:
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; Return the address of tile (a) in (hl).
and $7f
ld l, a
ld h, 0
rept 4
add hl, hl
endr
ld a, l
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add LOW(vTiles0)
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ld l, a
ld a, h
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adc HIGH(vTiles0)
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ld h, a
ret
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.CopyToVram:
ldh a, [rVBK]
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push af
ld a, [wSpriteFlags]
bit 5, a
ld a, $1
jr z, .bankswitch
ld a, $0
.bankswitch
ldh [rVBK], a
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call Get2bpp
pop af
ldh [rVBK], a
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ret
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LoadEmote::
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; Get the address of the pointer to emote c.
ld a, c
ld bc, EMOTE_LENGTH
ld hl, Emotes
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call AddNTimes
; Load the emote address into de
ld e, [hl]
inc hl
ld d, [hl]
; load the length of the emote (in tiles) into c
inc hl
ld c, [hl]
swap c
; load the emote pointer bank into b
inc hl
ld b, [hl]
; load the VRAM destination into hl
inc hl
ld a, [hli]
ld h, [hl]
ld l, a
; if the emote has a length of 0, do not proceed (error handling)
ld a, c
and a
ret z
call GetEmote2bpp
ret
INCLUDE "data/sprites/emotes.asm"
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INCLUDE "data/sprites/sprite_mons.asm"
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INCLUDE "data/maps/sprites.asm"
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INCLUDE "data/sprites/sprites.asm"