.include "global.s" ;; BANKED: checked, imperfect .area _BASE ;; Get tile of sprite number C .get_sprite_tile:: LD HL,#.OAM+2 ; Calculate origin of sprite info SLA C ; Multiply C by 4 SLA C LD B,#0x00 ADD HL,BC LD A,(HL) ; Get sprite number LD E,A RET _get_sprite_tile:: PUSH BC LDA HL,4(SP) ; Skip return address and registers LD C,(HL) ; C = nb CALL .get_sprite_tile POP BC RET