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uraniumanchor

Untitled

Dec 11th, 2015
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  1. $0000/5#workPointer#workspace for various pointers, very, very transient
  2. $0010#frameCount#updated every frame, even lag frames
  3. $0011#tickCount#updated every time a tick completes
  4. $0012#engineState#4X = mapper change, 8X = game tick completed?
  5. $0014#level#
  6. $0015#fadePauseState#4X = fade out, 8X = fade in, X1 = boss pause (stuff animates but does not update/move)
  7. $001C#screenLeftSubPixel#
  8. $001D#screenLeftTile#
  9. $001E#screenTopSubPixel#
  10. $001F#screenTopTile#
  11. $003E#spritePositionX?#
  12. $003F#spritePositionY?#
  13. $0040#spriteSizeX?#
  14. $0041#spriteSizeY?#
  15. $0042#workXBox#
  16. $0043#workYBox#
  17. $0044#workSpriteAttrib?#
  18. $0046#workType#
  19. $0047#workState#
  20. $0048#workXFrac#
  21. $0049#workXInt#
  22. $004A#workYFrac#
  23. $004B#workYInt#
  24. $004C#workXSpeed#
  25. $004D#workYSpeed#
  26. $004E#workTile#
  27. $004F#workV1#
  28. $0050#workV2#
  29. $0051#workV3#
  30. $0052#workV4#
  31. $0053#workV5#
  32. $0053#workHP#
  33. $0079#dir#
  34. $007A/1#workPointerB#another transient work pointer
  35. $007C/11#collisionArray#player/shot -> enemy collision
  36. $008F#jumpDelay#delay until tank jumps, also how many more frames to stay squashed after a landing
  37. $0090#hoverState#0 = undeployed, 1 = deployed but not active, 2 = active
  38. $0091#hoverDelay#hover transition frames
  39. $0092#hoverFuel#drained 1 per frame
  40. $0094#upCounter#how far "up" the tank is pointed
  41. $0098#inWater#
  42. $0099#powerupStateA#
  43. $00B7#fadeType#what to do after fading
  44. $00B9#shotType?#tank shot type?
  45. $00BA#weaponSelect#selected special weapon
  46. $00BC#tankPointA?#something to do with direction
  47. $00BD#tankPointB?#another thing to do with direction
  48. $00BE#tankPointC?#shot direction?
  49. $00C1#inTank#non-zero if in the tank
  50. $00C3#gunPower#
  51. $00D9#onIce#
  52. $00DB#prgSwitch#
  53. $00DD#lives#
  54. $00E1#soundQueue#
  55. $00F3#frameInputMask#
  56. $00F5#frameInputMask2#
  57. $00F7#frameInput#
  58. $00FC#ppuX#
  59. $00FD#ppuY#
  60. $00FE#ppuS#
  61. $00FF#ppuC#
  62. $0350#respawnType#
  63. $0370/7#soundQueueArray#
  64. $0378#respawnTankXFrac#
  65. $0379#respawnTankXInt#
  66. $037A#respawnTankYFrac#
  67. $037B#respawnTankYInt#
  68. $037D#respawnTankLevel#
  69. $037C#respawnTankState#
  70. $037E#continues?#
  71. $03D0#tankXFrac#
  72. $03D1#tankXInt#
  73. $03D2#tankYFrac#
  74. $03D3#tankYInt#
  75. $03D4#tankLevel#
  76. $03D5#tankState#
  77. $03D6#tankHatchCounter#
  78. $03F5#respawnXFrac#
  79. $03F6#respawnXInt#
  80. $03F7#respawnYFrac#
  81. $03F8#respawnYInt#
  82. $03F9#respawnLevel#
  83. $03FA#respawnInTank#
  84. $03FB#bossState#
  85. $03FC#powerupStateB#
  86. $0400#objBase#
  87. $0400#objType#
  88. $0401#objState#
  89. $0402#objXFrac#
  90. $0403#objXInt#
  91. $0404#objYFrac#
  92. $0405#objYInt#
  93. $0406#objXSpeed#
  94. $0407#objYSpeed#
  95. $0408#objTile#
  96. $0409#objV1#
  97. $040A#objV2#
  98. $040B#objV3#
  99. $040C#objV4#
  100. $040D#objV5#
  101. $040D#objHP#
  102. $0500/FF#tiles#
  103. $06F0#homingMissiles#
  104. $06F1#thunderBreaks#
  105. $06F2#multiMissiles#
  106. $06F3#demoIntroMode?#
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