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- ; Customizable Level Ender - by dtothefourth
- ;
- ; This sprite can cause something to happen using a variety of trigger and action options
- ;
- ; Uses 11 extra bytes which are filled out in the LM extension box as explained below
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- ; MM EE EO LL LL T1 T2 AA AA OO MU
- ;
- ; MM - Mode - Which type of trigger to activate on, options are as follows:
- ;
- ; 00 - All Enemies - The action will trigger when all enemies are killed or removed
- ;
- ; 01 - Enemy Type - Triggers when all of a specific enemy are dead
- ; T1 - Enemy Number to match
- ; T2 - 00 for normal enemy, otherwise will match a custom sprite
- ;
- ; 02 - Enemy Remaining - Triggers when all of a specific enemy are dead EXCEPT for one type
- ; T1 - Enemy Number to match
- ; T2 - 00 for normal enemy, otherwise will match a custom sprite
- ;
- ; 03 - Enemy Slot - Triggers when the enemy in a specific slot is dead
- ; T1 - Slot to test
- ;
- ; 04 - Slot Remaining - Triggers when the enemy in a specific slot is the only enemy alive
- ; T1 - Slot to test
- ;
- ; 05 - RAM Value - Triggers based on the value in a specific memory address
- ; T1 - Value to compare against
- ; T2 - Comparison type:
- ; 00 - Equal
- ; 01 - Not Equal
- ; 02 - Greater Than or Equal
- ; 03 - Less Than
- ; AA AA - Memory address to test
- ;
- ; Example - Setting T1 T2 AA AA to 04 02 0D BF will cause it to trigger when you have
- ; 4 or more coins (memory address 0DBF >= 4)
- ;
- ; 06 - Map16 - Triggers when the block at a certain spot changes to a specific block
- ; T1 - X coordinate of block to check in tiles
- ; T2 - Y coordinate of block to check in tiles
- ; AA AA - Map16 number to compare to
- ;
- ; Example - Setting T1 T2 AA AA to 12 16 01 32 will cause it to trigger when the block
- ; On screen 1 - 2 from the left, vertical screen 1 - 6 from the top changes to a
- ; used block (map16 0132)
- ;
- ; EE - Ending Action, options are as follows:
- ;
- ; 00 - End Level - Acts like getting a goal tape at the end of a level
- ; EO - End Options uses the two halves like this WE
- ; W - 0 = no walk at end, else walk
- ; E = Exit type: 0 - normal, 1 - secret, 2 - secret exit 2, 3 - secret exit 3
- ; MU - Victory music to play (00 to not change music)
- ;
- ; 01 - Screen Exit - Exits the current screen like going through a door
- ; Make sure all screens where this trigger can happen have exits set
- ;
- ; 02 - Target Exit - Exits to a specific level number
- ; LL LL - Level to go to when trigger occurs
- ;
- ; 03 - Blue Switch - Triggers a blue P-switch
- ; EO - Time for switch
- ;
- ; 04 - Silver Switch - Triggers a silver P-switch
- ; EO - Time for switch
- ;
- ; 05 - On/Off - Toggles the On/Off state
- ;
- ; 06 - RAM Write - Writes a value to a specific address in memory
- ; EO - Value to store
- ; AA AA - Address to write to
- ;
- ; OO - Options - Split into two halves DI
- ; D - Despawn - 0 = stay active once spawned else no longer functions once scrolled too far away
- ; I - Ignore - If not 0, ignore enemies that don't turn into coins at goal (i.e. stuff that can't normally get killed)
- ;
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