; player gets 3 sprite slots in a row
.def int PLAYER_SPRITE1 = shadow_oam + 0
-.def int PLAYER_TILE_IDLE1 = 0x04
-.def int PLAYER_TILE_IDLE2 = 0x14
-.def int PLAYER_TILE_IDLE3 = 0x24
+.def int PLAYER_TILE_IDLE1 = 0x0A
+.def int PLAYER_TILE_IDLE2 = 0x1A
+.def int LANTERN_TILE_IDLE1 = 0x0C
+.def int BROOM_TILE_IDLE1 = 0x04
+.def int BROOM_TILE_IDLE2 = 0x14
+.def int BROOM_TILE_IDLE3 = 0x24
; init the player
; inputs:
; hl: pointer to player memory
ld a, b
ld [hl+], a
- ; obj 3
- ld a, d ; y
- add a, 24 - OBJ_OFF_Y
- ld [hl+], a
- ld a, e ; x
- add a, 8 + OBJ_OFF_X
- ld [hl+], a
-
- ; idle tile 3
- ld a, PLAYER_TILE_IDLE3
- ld [hl+], a
-
- ; flags
- ld a, b
- ld [hl+], a
-
ret