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Super mario world sprites world
Super mario world sprites world









super mario world sprites world

Mode 7 scaling that is, making Layer 1 shrink or grow.

SUPER MARIO WORLD SPRITES WORLD CODE

Values #$0000 through #$01FF are all different values, after that it's the same pattern - that is, if you add this 16-bit address with #$0200, there is a 360 degree rotation.įurthermore, this address is used in the brown chained platform code as an index to the sine and cosine tables at $07:F7DB. Its values are calculated and stored into the respective Mode 7 parameter mirrors at $7E:002E through $7E:0035. Layer 3 Y position minus Layer 1 Y position. Layer 2 Y position minus Layer 1 Y position. Used for various things, among which interaction with multiple layers is included. Layer 3 X position minus Layer 1 X position. Layer 2 X position minus Layer 1 X position. Mirror of SNES register $2112.ĭepending on Layer 3 tides being activated or not, it's either: $04-$FF = invalid (may crash the game if powerup items, including 1-Up mushrooms, are grabbed). Format: axlr-.Ī = A x = X l = L r = R, - = null/unused.Ĭontroller buttons newly pressed this frame. Format: byetUDLR.ī = B only y = X or Y e = select t = Start U = up D = down L = left, R = right.Ĭontroller buttons currently held down. Format: byetUDLR.ī = A or B y = X or Y e = select t = Start U = up D = down L = left, R = right.Ĭontroller buttons newly pressed this frame. Inside sprite code, this address is often preferred over $7E:0013, especially in graphics routines, as graphics will not be updated when the player dies if this address is used as an index to the tilemap.Ĭontroller buttons currently held down. Stops when, for example, RAM addresses such as $7E:009D are not zero (lock sprite flag, usually indicates the player is dying, grabbing a powerup, or something similar). Note that $7E:0014 is better suited for most purposes. Increments once per frame, except when the game is lagging. Stripe image loader - value must be divisible by 3. (Inside the Morton/Ludwig/Roy room, where IRQ is used twice, although it can be used in other areas that run IRQ as well.) #$00 = IRQ #1 #$01 = IRQ #2. Used to distinguish IRQ #1 from IRQ #2's code. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame. If the value in it is not zero, run the actual game otherwise, loop forever. Also used in the custom Map16 tile change routine. $7E:0003 (16-bit) - Block number from LM Map16 editor. Of note is the following address, used in LM ASM hacks: The general purpose is temporarily preserving a value for later use in a routine. Scratch RAM, is and can be used for a big number of purposes.











Super mario world sprites world