|
Oh, sorry, misread your question.
That's actually a non-question, you see. You get sprite movement "for free." If you change where sprite 1's X location is without modifying the information for sprite 0, then when you next write to $4014, sprite 1's location will change and sprite 0's won't. Since with the $4014 approach you're keeping a copy of SPR-RAM in CPU-RAM, you can read sprite coordinates with a simple LDA from your copy in CPU-RAM.
The basic theory is to write once to $4014 every frame, and spend the rest of the frame computing the proper actions of the sprites.
If you understand what the registers do but not what to do with them I'd suggest my "NES 101" tutorial. It only deals with one sprite, but if you don't go and explicitly change a sprite's value, it stays in the same place.
--Michael
|