====== sprites.h ====== ===== Functions ===== ==== allocate_sprite ==== SpriteSlot allocate_sprite(SpritePage* sprite); Allocate space for an image in Sprite RAM and return a single-byte handle for that image. Every BMP asset gets a ''_load_list'' struct generated. Images greater than 128 pixels in length or width will be broken into multiple parts, as each 256x256 Sprite RAM page is accessed in four quadrants requiring separate load operations for each. ==== set_sprite_frametable ==== void set_sprite_frametable(SpriteSlot sprite, const Frame *frametable, char frametable_bank); Associate an Aseprite-generated sprite packing table with a SpriteSlot handle, required for using ''queue_draw_sprite_frame'' or''direct_draw_sprite_frame'' ==== free_sprite ==== void free_sprite(SpriteSlot slot); Free a SpriteSlot handle and the occupied Sprite RAM space so that it can be given out by ''allocate_sprite'' again. ==== clear_spritebank ==== void clear_spritebank(char bank); Sets all pixels in a given sprite bank to 0. Not required after freeing the sprite, just used for weird advanced procedural drawing stuff. ==== sprite_fetch_frame ==== void sprite_fetch_frame(SpriteSlot sprite, char frame); Used internally by ''queue_draw_sprite_frame'' and ''direct_draw_sprite_frame''. Grabs the Aseprite-generated sprite packing data (X, Y, width, height) from a sprite pack table and sets the values in the global struct ''sprite_temp_frame''. ==== load_spritesheet ==== void load_spritesheet(char* spriteData, char srcBank, char ramBank); Used internally by ''allocate_sprite''. Decompress image data into a specific Sprite RAM area. Used by itself it won't affect the sprite allocation table. You can //generally// use the same value passed to ''ramBank'' as the SpriteSlot parameter on draw calls.