KungFuFurby

Family Dog SNES Variable List

Apr 21st, 2019
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  1. 7E0071xx
  2. 7E0072xx
  3. Player's X-coordinates in current scene (counting adjustments made to account for the animations modifying the X-coordinate)
  4. 7E0073xx
  5. 7E0074xx
  6. Player's Y-coordinates in current scene (counting adjustments made to account for the animations modifying the X-coordinate)
  7. 7E0092xx
  8. 7E0093xx
  9. Player's X-coordinates in current scene (not counting adjustment made to account for the animations modifying the X-coordinate)
  10. 7E0094xx
  11. 7E0095xx
  12. Player's Y-coordinates in current scene (not counting adjustments)
  13.  
  14. 7E0204xx
  15. Scene ID
  16.  
  17. 7E0994xx
  18. This actually is an entire word array of health: the first one is for the player character.
  19. TODO when does this end?
  20.  
  21. 7E15FDxx
  22. 7E15FExx
  23. Fall height
  24.  
  25. 7E15FFxx
  26. 7E1600xx
  27. Max fall height
  28.  
  29. 7E1619xx
  30. 7E1620xx
  31. A "level ID" of sorts that combines spawn location, scene ID, and a few other bits of info. This variable is always divisible by $0A (or 10).
  32.  
  33. 7E1623xx
  34. 7E1624xx
  35. Player spawn X coordinates scene
  36.  
  37. 7E1625xx
  38. 7E1626xx
  39. Player spawn Y coordinates for scene
  40.  
  41. 7E1627xx
  42. 7E1628xx
  43. Never referenced (this is your current "level ID")
  44.  
  45. 7E1629xx
  46. 7E162Axx
  47. Respawn location by "level ID"
  48.  
  49. 7E1661xx
  50. Number of hits remaining (a life is lost if this hits zero)
  51.  
  52. 7E1668xx
  53. 7E1669xx
  54. Lives (we never want to lose one) (these are stored one digit per byte)
  55.  
  56. 7E17A6xx
  57. 7E17A7xx
  58. Number of barks remaining (these are stored one digit per byte)
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