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- $143E - various
- - Iggy: indicates switch is hit
- - Morton: indicates how the castle should move (2 = shake, 3 = sink)
- - Lemmy: indicates the castle should start sinking
- - Ludwig: indicates switch is hit
- - Roy: indicates switch is hit
- - Wendy: indicates finished erasing castle
- - Larry: counter for throwing the castle (1 = pick up; 2 = throw; 3 = crashed)
- $1440 - Used as a frame number for various animations.
- - Fuse animation
- - (something during explosion?; set to #$FF briefly)
- - Dust animation as castle sinks
- - Dust animation for when the fake fuse hits the catle in Roy's scene
- - Flame animation as rocket flies away (both FG and BG ones)
- - Cloud animation when rocket castle hits the hill
- $1445 - various
- - Lemmy: timer for how long the hammer animation should last
- - Ludwig: counters for ?s (4-7)
- - Roy: also counters for ?s (0 = by switch, 1-3 = by castle)
- - Wendy: broom phase (odd = v, even = ^, 0/7 = diagonal frames)
- $1446 - various
- - Morton: indicator for the huff cloud at the end
- - Roy: indicator for the huff cloud at the end
- - Wendy: Y position of the broom during the erasing portion
- $144A - indicator of what sprite mario is holding.
- - 00 = egg
- - 01 = nothing
- - 02 = ?
- - 03 = ?
- - 04 = hammer
- - 05 = wiper
- $0B51 - White flag Y position. Unused in Ludwig/Larry scenes.
- Set to #$98 at $0CCAD6, rises until #$5B.
- $1444 - Indicator to display white flag. Unused in Ludwig/Larry scenes.
- Cleared at $0CCAD3.
- Sprite tables. Each table is 15 bytes (00-0E). Some sprites (like the white flag) switch X/Y.
- $0B05 - Sprite Y speed.
- $0B14 - Sprite X speed.
- $0B23 - Sprite Y fraction bits.
- $0B32 - Sprite X fraction bits.
- $0B41 - Sprite Y position (low).
- $0B50 - Sprite X position (low).
- $0B5F - Sprite Y position (high).
- $0B6E - Sprite X position (high).
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