map_collision_rom: dc.b 0,0,7,7 hud_tile: dc.w $6268,$6269,$6268,$6269 MAP_DATA1 macro dc.w $4200+\2+(\1*$400),$4200+\2+2+(\1*$400) move.w \2,Sprite+0+(8*\1) endm move.w MarioArmy+0+6*\2,d0 move.w #$050B+2*\2,d1 cmp.w #15,MarioAnim if_mi addi.w #$0800,d2 endi if_eq andi.w #$01,d5 cmp.w #$1,d5 if_ne move.w #$200,d0 endi endi Draw_Sprite 0,Selecty,#$0501,SelectTile,Selectx move.w #$0030,d6 cmp.w #0,SelectChoix ;Mario3 Menu Draw_Sprite 4,#$80+28,#$0505,d4,#$80+8*9 move.w #1,d1 lea EnemyArmyDgt,a0 lea EnemyArmy,a1 move.w #9,d0 move.w d4,d2 subi.w #$80,d2 lsr.w #4,d2 move.w d3,d7 subi.w #$C0,d7 asr.w #4,d7 asl.w #4,d7 move.l a1,a2 move.w #0,(a2)+ move.w #$0,(a0) ;remove de l'écran move.l a1,a2 move.w Selectx,(a2)+ move.w #$1,(a3) ;est a l'écran add.w #$6,a3 org $000000 dc.l $0,Main dc.l INT,INT,INT,INT,INT,INT,INT dc.b ' 00000000-00' ; Product code, version nu mber. 12 bytes long dc.w $FDDB ; Checksum. 2 bytes long dc.b 'J ' ; I/O support. 16 bytes dc.l $00000000,$00020000 do move.l (a2)+,VDP_DATA while_dbra d0 if_ne macro bne L1\@! endm _A = 12 VDP_Port_VRAMW #$A000+(2*\2)+($40*\3) lea \1,a2 move.w #3,d7 VDP_DATA equ $C00000 VDP_CTRL equ $C00004