cleanup sprite ram
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@@ -159,24 +159,20 @@ SprBump = $0CD2
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SprDmgTaken = $0CE2
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; Sprite Deflection Properties
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; abcdefgh
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; a - If set... creates some condition where it may or may not die
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; b - Same as bit 'a' in some contexts (Zora in particular)
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; c - While this is set and unset in a lot of places for various sprites, its
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; status doesn't appear to ever be queried. Based on the pattern of its
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; usage, however, the best deduction I can make is that this was a flag
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; intended to signal that a sprite is an interactive object that Link can
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; push against, pull on, or otherwise exerts a physical presence.
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; d - If hit from front, deflect Ice Rod, Somarian missile,
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; boomerang, hookshot, and sword beam, and arrows stick in
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; it harmlessly. If bit 1 is also set, frontal arrows will
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; instead disappear harmlessly. No monsters have bit 4 set
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; in the ROM data, but it was functional and interesting
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; enough to include.
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; e - If set, makes the sprite collide with less tiles than usual
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; f - If set, makes sprite impervious to sword and hammer type attacks
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; g - If set, makes sprite impervious to arrows, but may have other additional meanings.
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; h - Handles behavior with previous deaths flagged in $7F:DF80 (0: default | 1: ignore)
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; abcdefgh
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; a - If set, sprite is active
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; b - Same as bit 'a' for Zora.
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; c - Never queried, pushable interaction flag
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; d - If hit from front, deflect Ice Rod, Somarian missile,
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; boomerang, hookshot, and sword beam, and arrows stick in
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; it harmlessly. If bit 1 is also set, frontal arrows will
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; instead disappear harmlessly. No monsters have bit 4 set
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; in the ROM data, but it was functional and interesting
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; enough to include.
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; e - If set, sprite collides with less tiles than usual
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; f - If set, impervious to sword and hammer type attacks
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; g - If set, impervious to arrows, but may have other additional meanings.
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; h - Handles behavior with previous deaths flagged in $7FDF80 (0: default | 1: ignore)
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SprDefl = $0CAA
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; iwbs pppp
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@@ -210,16 +206,14 @@ SprDrop = $0CBA ;X W 00: Drop nothing, 01: drop normal key, 03: Drop green
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; =========================================================
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; The record format for the low table is 4 bytes:
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+1: yyyyyyyy
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; byte OBJ*4+2: cccccccc
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; byte OBJ*4+3: vhoopppN
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; byte OBJ*4+0: xxxxxxxx
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; byte OBJ*4+1: yyyyyyyy
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; byte OBJ*4+2: cccccccc
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; byte OBJ*4+3: vhoopppN
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; The record format for the high table is 2 bits:
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; bit 0/2/4/6 of byte OBJ/4: X
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; bit 1/3/5/7 of byte OBJ/4: s
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; bit 0/2/4/6 of byte OBJ/4: X
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; bit 1/3/5/7 of byte OBJ/4: s
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; Xxxxxxxxx = X position of the sprite. signed but see below.
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; yyyyyyyy = Y position of the sprite.
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@@ -464,9 +458,9 @@ Sprite_RepelDash = $079291
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; =========================================================
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; Misc RAM
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FrameCounter = $1A ; value that is increasing every frame and loop forever
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FrameCounter = $1A ; value that is increasing every frame
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Indoor = $1B ; 0: outside, 1: indoor
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UpdPalFlag = $15 ; Update all palettes from values in $7EC500-$7EC700 if non-zero
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UpdPalFlag = $15 ; Update all palettes $7EC500-$7EC700 if non-zero
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RoomIndex = $A0 ; Return the current room ID
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AreaIndex = $8A ; Return the current overworld area ID
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@@ -475,6 +469,14 @@ AreaIndex = $8A ; Return the current overworld area ID
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; [ABCD BG1/BG2/BG3/BG4][X size of the mosaic pixels 0-16]
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Mosaic = $95
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; Underworld:
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; Flags sprite deaths in underworld based on slot.
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; Indexed by 2 * room ID.
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; Overworld:
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; Holds ID+1 of sprite with each position being assigned a unique byte
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; 0x00 indicates no sprite in this slot
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UWDEATH = $7FDF80
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; =========================================================
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; Controllers
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