correct order of constants
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@ -131,15 +131,15 @@ PLAYER_JUMP_COEFFICIENT = $94 ; related to jump height (used by speed ru
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; also used when walking into screen for indoor screen changes to keep track of overflow of animation y fractional velocity
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; $95 is for player 2
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INDOOR_TRANSITION_X_FRACT_VEL = $96 ; indoor animation transition when walking into screen x fractional velocity
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; $98 is for player 2
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; $97 is for player 2
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PLAYER_X_VELOCITY = $98 ; the player's fast x velocity (#$00, #$01, or #$ff)
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; $99 is for p2
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INDOOR_TRANSITION_Y_FRACT_VEL = $9a ; indoor animation transition when walking into screen y fractional velocity
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; $9b is for player 2
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INDOOR_TRANSITION_Y_FAST_VEL = $9c ; indoor animation transition when walking into screen y fast velocity
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; $9d is for player 2
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PLAYER_ANIM_FRAME_TIMER = $9e ; value that is incremented every frame when player is walking, used to wait #$08 frames before incrementing PLAYER_ANIMATION_FRAME_INDEX for animating player walking
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; $9f is for player 2
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PLAYER_X_VELOCITY = $98 ; the player's fast x velocity (#$00, #$01, or #$ff)
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; $99 is for p2
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PLAYER_JUMP_STATUS = $a0 ; the status of the player jump (facing direction); similar to EDGE_FALL_CODE
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; high nibble is for facing direction
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; bit 7 - set when jumping left
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@ -197,6 +197,9 @@ PLAYER_RECOIL_TIMER = $ce ; how many frames to be pushed back/down f
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; $cf is for player 2
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INDOOR_PLAYER_ADV_FLAG = $d0 ; whether or not the player is walking into screen when advancing between screens on indoor levels, used for animating player
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; $d1 is for player 2
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PLAYER_SPECIAL_SPRITE_TIMER = $d2 ; used to track animation for player death animation
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; outdoor is a timer that increments once player hit, ever #$08 frames updates to next animation frame until #$04
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; also used to track jumping curl animation (loops from #$00-#$04)
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PLAYER_FAST_X_VEL_BOOST = $d4 ; the x fast velocity boost from landing on a non-dangerous enemy, e.g. moving cart or floating rock in vertical level
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PLAYER_SPRITE_CODE = $d6 ; sprite code of the player
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; $d7 is for player 2
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@ -205,9 +208,6 @@ PLAYER_SPRITE_FLIP = $d8 ; stores player sprite horizontal (bit 6)
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PLAYER_BG_FLAG_EDGE_DETECT = $da ; bit 7 specifies the player's sprite attribute for background priority, allows player to walk behind opaque background (OAM byte 2 bit 5)
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; 0 (clear) sprite in foreground, 1 (set) sprite is background
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; bit 0 allows the player to keep walking horizontally off a ledge without falling
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PLAYER_SPECIAL_SPRITE_TIMER = $d2 ; used to track animation for player death animation
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; outdoor is a timer that increments once player hit, ever #$08 frames updates to next animation frame until #$04
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; also used to track jumping curl animation (loops from #$00-#$04)
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PLAYER_GAME_OVER_BIT_FIELD = $df ; combination of both players game over status
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; #$00 = p1 not game over, p2 game over (or not playing), #$01 = p1 game over, p2 not game over, #$02 = p1 nor p2 are in game over
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SOUND_TABLE_PTR = $ec ; low byte of address pointing of index into sound_table_00 offset INIT_SOUND_CODE
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@ -234,6 +234,8 @@ SOUND_CMD_LOW_ADDR = $0112 ; low byte of address to current sound comma
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SOUND_CMD_HIGH_ADDR = $0118 ; high byte of address to current sound command in sound_xx data. #$06 slots, one per sound slot
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SOUND_VOL_ENV = $011e ; either an offset into pulse_volume_ptr_tbl (c.f. LVL_PULSE_VOL_INDEX) which specifies the volume for the frame
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; or a specific volume to use. when bit 7 is set, then the volume will auto decrescendo
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SOUND_CURRENT_SLOT = $0120 ; the current sound slot [#$00-#$05]
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PERCUSSION_INDEX_BACKUP = $0121 ; backup location for percussion_tbl index to restore after call to play_sound
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INIT_SOUND_CODE = $0122 ; the sound code to load; sound codes greater than #$5a are dmc sounds
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SOUND_CHNL_REG_OFFSET = $0123 ; sound channel configuration register offset, i.e. #$00 for first pulse channel, #$04 for second, #$08 for triangle, #$0c for noise
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SOUND_FLAGS = $0124 ; sound channel flags
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@ -250,8 +252,6 @@ SOUND_FLAGS = $0124 ; sound channel flags
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LVL_PULSE_VOL_INDEX = $012a ; index into lvl_x_pulse_volume_xx to read
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PULSE_VOL_DURATION = $012a ; the number of video frames to decrement the volume for, before stopping decrescendo and keeping final volume
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PAUSE_STATE_01 = $012f ; whether or not the game is paused, used for sound logic
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SOUND_CURRENT_SLOT = $0120 ; the current sound slot [#$00-#$05]
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PERCUSSION_INDEX_BACKUP = $0121 ; backup location for percussion_tbl index to restore after call to play_sound
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DECRESCENDO_END_PAUSE = $0130 ; number of video frames before end of sound command in which the decrescendo will resume
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; $0131 is for pulse channel 2
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SOUND_PITCH_ADJ = $0132 ; the amount added to the sound byte low nibble before loading the correct note_period_tbl values
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