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Using MADS Macros


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I was wondering if anyone could help with this. I am using MADS and I have an array of 8 structures as you can see here, pre-initialised to zeroes. There are some bytes and some words in there.

 

spriteData dta spriteDataStruct [8] \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 ) \
( 0, 0, 0,0,0,0,0,0, 0,0, 0,0,0,0,0,0,0 )

 

Now because of the way that I wish to split the code up, I want to then set the values of the data above instead of zeroes. I want to use a macro so that no actual code is created, but it is all handled by the compiler.

 

Here is an example of the macro that I wish to use, the first value is an index into which row in 'spriteData' which I am referring to:
mAddEnemy 0,96,96,100,1,1,1,0,1,100,1,30000,0,0,1,0,1,2

 

Yes, I know that I could just set all the values directly in spriteData but I want to put this into a library which the coder cannot update and then they can set the values using 'mAddEnemy'.

 

How can I use this to create a macro which updates values in 'spriteData'? It's critical that the compiler does all the work though, I don't want code created.

Edited by snicklin
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