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CE22: Sprites
These are the objects which can move. This includes STOVE, CRATE, PRISONER, CRAWL, DOG, GUARD and COMMANDANT.
Structure:
Type Description
Byte Width in bytes + 1
Byte Height in rows
Pointer Data pointer
Pointer Mask pointer
sprite_stove CE22 DEFB $03,$16,$46,$DB,$72,$DB 3, 22, { bitmap_stove, mask_stove } // (16x22,$DB46,$DB72)
sprite_crate CE28 DEFB $04,$18,$B6,$DA,$FE,$DA 4, 24, { bitmap_crate, mask_crate } // (24x24,$DAB6,$DAFE)
Glitch: All of the prisoner sprites are one row too high.
sprite_prisoner CE2E DEFB $03,$1B,$8C,$D2,$45,$D5 3, 27, { bitmap_prisoner_facing_top_left_1, mask_various_facing_top_left_1 } // (16x27,$D28C,$D545)
CE34 DEFB $03,$1C,$56,$D2,$05,$D5 3, 28, { bitmap_prisoner_facing_top_left_2, mask_various_facing_top_left_2 } // (16x28,$D256,$D505)
CE3A DEFB $03,$1C,$20,$D2,$C5,$D4 3, 28, { bitmap_prisoner_facing_top_left_3, mask_various_facing_top_left_3 } // (16x28,$D220,$D4C5)
CE40 DEFB $03,$1C,$EA,$D1,$85,$D4 3, 28, { bitmap_prisoner_facing_top_left_4, mask_various_facing_top_left_4 } // (16x28,$D1EA,$D485)
CE46 DEFB $03,$1B,$C0,$D2,$85,$D5 3, 27, { bitmap_prisoner_facing_bottom_right_1, mask_various_facing_bottom_right_1 } // (16x27,$D2C0,$D585)
CE4C DEFB $03,$1D,$F4,$D2,$C5,$D5 3, 29, { bitmap_prisoner_facing_bottom_right_2, mask_various_facing_bottom_right_2 } // (16x29,$D2F4,$D5C5)
CE52 DEFB $03,$1C,$2C,$D3,$05,$D6 3, 28, { bitmap_prisoner_facing_bottom_right_3, mask_various_facing_bottom_right_3 } // (16x28,$D32C,$D605)
CE58 DEFB $03,$1C,$62,$D3,$3D,$D6 3, 28, { bitmap_prisoner_facing_bottom_right_4, mask_various_facing_bottom_right_4 } // (16x28,$D362,$D63D)
CE5E DEFB $04,$10,$C5,$D3,$77,$D6 4, 16, { bitmap_crawl_facing_bottom_left_1, mask_crawl_facing_bottom_left } // (24x16,$D3C5,$D677)
CE64 DEFB $04,$0F,$98,$D3,$77,$D6 4, 15, { bitmap_crawl_facing_bottom_left_2, mask_crawl_facing_bottom_left } // (24x15,$D398,$D677)
CE6A DEFB $04,$10,$F5,$D3,$55,$D4 4, 16, { bitmap_crawl_facing_top_left_1, mask_crawl_facing_top_left } // (24x16,$D3F5,$D455)
CE70 DEFB $04,$10,$25,$D4,$55,$D4 4, 16, { bitmap_crawl_facing_top_left_2, mask_crawl_facing_top_left } // (24x16,$D425,$D455)
sprite_dog CE76 DEFB $04,$10,$67,$D8,$21,$D9 4, 16, { bitmap_dog_facing_top_left_1, mask_dog_facing_top_left } // (24x16,$D867,$D921)
CE7C DEFB $04,$10,$97,$D8,$21,$D9 4, 16, { bitmap_dog_facing_top_left_2, mask_dog_facing_top_left } // (24x16,$D897,$D921)
CE82 DEFB $04,$0F,$C7,$D8,$21,$D9 4, 15, { bitmap_dog_facing_top_left_3, mask_dog_facing_top_left } // (24x15,$D8C7,$D921)
CE88 DEFB $04,$0F,$F4,$D8,$21,$D9 4, 15, { bitmap_dog_facing_top_left_4, mask_dog_facing_top_left } // (24x15,$D8F4,$D921)
CE8E DEFB $04,$0E,$51,$D9,$F9,$D9 4, 14, { bitmap_dog_facing_bottom_right_1, mask_dog_facing_bottom_right } // (24x14,$D951,$D9F9)
CE94 DEFB $04,$0F,$7B,$D9,$F9,$D9 4, 15, { bitmap_dog_facing_bottom_right_2, mask_dog_facing_bottom_right } // (24x15,$D97B,$D9F9)
Glitch: The height of following sprite is two rows too high.
CE9A DEFB $04,$0F,$A8,$D9,$F9,$D9 4, 15, { bitmap_dog_facing_bottom_right_3, mask_dog_facing_bottom_right } // (24x15,$D9A8,$D9F9)
CEA0 DEFB $04,$0E,$CF,$D9,$F9,$D9 4, 14, { bitmap_dog_facing_bottom_right_4, mask_dog_facing_bottom_right } // (24x14,$D9CF,$D9F9)
sprite_guard CEA6 DEFB $03,$1B,$4D,$D7,$45,$D5 3, 27, { bitmap_guard_facing_top_left_1, mask_various_facing_top_left_1 } // (16x27,$D74D,$D545)
CEAC DEFB $03,$1D,$13,$D7,$05,$D5 3, 29, { bitmap_guard_facing_top_left_2, mask_various_facing_top_left_2 } // (16x29,$D713,$D505)
CEB2 DEFB $03,$1B,$DD,$D6,$C5,$D4 3, 27, { bitmap_guard_facing_top_left_3, mask_various_facing_top_left_3 } // (16x27,$D6DD,$D4C5)
CEB8 DEFB $03,$1B,$A7,$D6,$85,$D4 3, 27, { bitmap_guard_facing_top_left_4, mask_various_facing_top_left_4 } // (16x27,$D6A7,$D485)
CEBE DEFB $03,$1D,$83,$D7,$85,$D5 3, 29, { bitmap_guard_facing_bottom_right_1, mask_various_facing_bottom_right_1 } // (16x29,$D783,$D585)
CEC4 DEFB $03,$1D,$BD,$D7,$C5,$D5 3, 29, { bitmap_guard_facing_bottom_right_2, mask_various_facing_bottom_right_2 } // (16x29,$D7BD,$D5C5)
CECA DEFB $03,$1C,$F7,$D7,$05,$D6 3, 28, { bitmap_guard_facing_bottom_right_3, mask_various_facing_bottom_right_3 } // (16x28,$D7F7,$D605)
CED0 DEFB $03,$1C,$2F,$D8,$3D,$D6 3, 28, { bitmap_guard_facing_bottom_right_4, mask_various_facing_bottom_right_4 } // (16x28,$D82F,$D63D)
sprite_commandant CED6 DEFB $03,$1C,$D6,$D0,$45,$D5 3, 28, { bitmap_commandant_facing_top_left_1, mask_various_facing_top_left_1 } // (16x28,$D0D6,$D545)
CEDC DEFB $03,$1E,$9A,$D0,$05,$D5 3, 30, { bitmap_commandant_facing_top_left_2, mask_various_facing_top_left_2 } // (16x30,$D09A,$D505)
CEE2 DEFB $03,$1D,$60,$D0,$C5,$D4 3, 29, { bitmap_commandant_facing_top_left_3, mask_various_facing_top_left_3 } // (16x29,$D060,$D4C5)
CEE8 DEFB $03,$1D,$26,$D0,$85,$D4 3, 29, { bitmap_commandant_facing_top_left_4, mask_various_facing_top_left_4 } // (16x29,$D026,$D485)
CEEE DEFB $03,$1B,$0E,$D1,$85,$D5 3, 27, { bitmap_commandant_facing_bottom_right_1, mask_various_facing_bottom_right_1 } // (16x27,$D10E,$D585)
CEF4 DEFB $03,$1C,$44,$D1,$C5,$D5 3, 28, { bitmap_commandant_facing_bottom_right_2, mask_various_facing_bottom_right_2 } // (16x28,$D144,$D5C5)
CEFA DEFB $03,$1B,$7C,$D1,$05,$D6 3, 27, { bitmap_commandant_facing_bottom_right_3, mask_various_facing_bottom_right_3 } // (16x27,$D17C,$D605)
CF00 DEFB $03,$1C,$B2,$D1,$3D,$D6 3, 28, { bitmap_commandant_facing_bottom_right_4, mask_various_facing_bottom_right_4 } // (16x28,$D1B2,$D63D)
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