I use this:
oamMain.oamMemory[spriteid].hFlip = 0; // for not flipped
oamMain.oamMemory[spriteid].hFlip = 1; // for flipped.
Works fine for me. Replace "spriteid" with whatever oam slot you want to work with, of course. The current oamSet() function was missing parameters that could set the ...
Search found 2 matches
- Tue Feb 10, 2009 4:46 pm
- Forum: DS/DSi Development
- Topic: Need some help on ATTR1_FLIP_X for sprites
- Replies: 2
- Views: 4258
- Tue Feb 10, 2009 9:51 am
- Forum: DS/DSi Development
- Topic: Need some help on ATTR1_FLIP_X for sprites
- Replies: 2
- Views: 4258
Need some help on ATTR1_FLIP_X for sprites
Hi,
I'm fiddling with the sprite attributes so that I can save some time on mirroring my sprite images. However, I'm unable to get the ATTR1_FLIP_X to take effect. (Below is the code fragment inside the routine I'm working on, "pc" is a global variable).
void animateActor() {
static int delay ...
I'm fiddling with the sprite attributes so that I can save some time on mirroring my sprite images. However, I'm unable to get the ATTR1_FLIP_X to take effect. (Below is the code fragment inside the routine I'm working on, "pc" is a global variable).
void animateActor() {
static int delay ...