; INPUT: ; a = oam block index (each block is 4 oam entries) ; b = Y coordinate of upper left corner of sprite ; c = X coordinate of upper left corner of sprite ; de = base address of 4 tile number and attribute pairs WriteOAMBlock:: ld h, HIGH(wOAMBuffer) swap a ; multiply by 16 ld l, a call .writeOneEntry ; upper left push bc ld a, 8 add c ld c, a call .writeOneEntry ; upper right pop bc ld a, 8 add b ld b, a call .writeOneEntry ; lower left ld a, 8 add c ld c, a ; lower right .writeOneEntry ld [hl], b ; Y coordinate inc hl ld [hl], c ; X coordinate inc hl ld a, [de] ; tile number inc de ld [hli], a ld a, [de] ; attribute inc de ld [hli], a ret