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rubixcuber

Level Ender

Nov 2nd, 2020 (edited)
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  1. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  2. ;
  3. ; Customizable Level Ender - by dtothefourth
  4. ;
  5. ; This sprite can cause something to happen using a variety of trigger and action options
  6. ;
  7. ; Uses 11 extra bytes which are filled out in the LM extension box as explained below
  8. ;
  9. ; MM EE EO LL LL T1 T2 AA AA OO MU
  10. ;
  11. ; MM - Mode - Which type of trigger to activate on, options are as follows:
  12. ;
  13. ; 00 - All Enemies - The action will trigger when all enemies are killed or removed
  14. ;
  15. ; 01 - Enemy Type - Triggers when all of a specific enemy are dead
  16. ; T1 - Enemy Number to match
  17. ; T2 - 00 for normal enemy, otherwise will match a custom sprite
  18. ;
  19. ; 02 - Enemy Remaining - Triggers when all of a specific enemy are dead EXCEPT for one type
  20. ; T1 - Enemy Number to match
  21. ; T2 - 00 for normal enemy, otherwise will match a custom sprite
  22. ;
  23. ; 03 - Enemy Slot - Triggers when the enemy in a specific slot is dead
  24. ; T1 - Slot to test
  25. ;
  26. ; 04 - Slot Remaining - Triggers when the enemy in a specific slot is the only enemy alive
  27. ; T1 - Slot to test
  28. ;
  29. ; 05 - RAM Value - Triggers based on the value in a specific memory address
  30. ; T1 - Value to compare against
  31. ; T2 - Comparison type:
  32. ; 00 - Equal
  33. ; 01 - Not Equal
  34. ; 02 - Greater Than or Equal
  35. ; 03 - Less Than
  36. ; AA AA - Memory address to test
  37. ;
  38. ; Example - Setting T1 T2 AA AA to 04 02 0D BF will cause it to trigger when you have
  39. ; 4 or more coins (memory address 0DBF >= 4)
  40. ;
  41. ; 06 - Map16 - Triggers when the block at a certain spot changes to a specific block
  42. ; T1 - X coordinate of block to check in tiles
  43. ; T2 - Y coordinate of block to check in tiles
  44. ; AA AA - Map16 number to compare to
  45. ;
  46. ; Example - Setting T1 T2 AA AA to 12 16 01 32 will cause it to trigger when the block
  47. ; On screen 1 - 2 from the left, vertical screen 1 - 6 from the top changes to a
  48. ; used block (map16 0132)
  49. ;
  50. ; EE - Ending Action, options are as follows:
  51. ;
  52. ; 00 - End Level - Acts like getting a goal tape at the end of a level
  53. ; EO - End Options uses the two halves like this WE
  54. ; W - 0 = no walk at end, else walk
  55. ; E = Exit type: 0 - normal, 1 - secret, 2 - secret exit 2, 3 - secret exit 3
  56. ; MU - Victory music to play (00 to not change music)
  57. ;
  58. ; 01 - Screen Exit - Exits the current screen like going through a door
  59. ; Make sure all screens where this trigger can happen have exits set
  60. ;
  61. ; 02 - Target Exit - Exits to a specific level number
  62. ; LL LL - Level to go to when trigger occurs
  63. ;
  64. ; 03 - Blue Switch - Triggers a blue P-switch
  65. ; EO - Time for switch
  66. ;
  67. ; 04 - Silver Switch - Triggers a silver P-switch
  68. ; EO - Time for switch
  69. ;
  70. ; 05 - On/Off - Toggles the On/Off state
  71. ;
  72. ; 06 - RAM Write - Writes a value to a specific address in memory
  73. ; EO - Value to store
  74. ; AA AA - Address to write to
  75. ;
  76. ; OO - Options - Split into two halves DI
  77. ; D - Despawn - 0 = stay active once spawned else no longer functions once scrolled too far away
  78. ; I - Ignore - If not 0, ignore enemies that don't turn into coins at goal (i.e. stuff that can't normally get killed)
  79. ;
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