![]() ![]() Bits 0-1 select the 4x4 tileset, collision set, and palette set. If the top bit is set, you start on the right side of the room and move left (reverse room).Ġx02D60 to 0x02D8F = Player's starting X position in each room.Ġx02D90 to 0x02DBF = Player's starting Y position in each room.Ġx02DC0 to 0x02DEF = Player's starting X position in each room when returning from the next room.Ġx02DF0 to 0x02E1F = Player's starting Y position in each room when returning from the next room.Ġx02E20 to 0x02E4F = # of Powerups in each room.Ġx02E50 to 0x02E7F = # of Enemies in each room.Ġx02F10 to 0x02F25 = Tile, palette, and collision selectors for each stage. ![]() Lower nybble is the sprite CHR Page.Ġx02CD0 to 0x02CFF = Selects sprite palette 2 for each room.Ġx02D00 to 0x02D2F = Selects sprite palette 3 for each room.Ġx02D30 to 0x02D5F = The length of each room, in full screens. ![]() Each set has x200 bytes, 2 for each type of available 4x4 tile of level dataĠx02C40 to 0x02C9F = Pointers to level data for each room.Ġx02CA0 to 0x02CCF = Upper nybble of each byte selects the universal background color for a room. 0x02440 to 0x02C3F = Collision data sets. ![]()
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