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- $0000/5#workPointer#workspace for various pointers, very, very transient
- $0010#frameCount#updated every frame, even lag frames
- $0011#tickCount#updated every time a tick completes
- $0012#engineState#4X = mapper change, 8X = game tick completed?
- $0014#level#
- $0015#fadePauseState#4X = fade out, 8X = fade in, X1 = boss pause (stuff animates but does not update/move)
- $001C#screenLeftSubPixel#
- $001D#screenLeftTile#
- $001E#screenTopSubPixel#
- $001F#screenTopTile#
- $003E#spritePositionX?#
- $003F#spritePositionY?#
- $0040#spriteSizeX?#
- $0041#spriteSizeY?#
- $0042#workXBox#
- $0043#workYBox#
- $0044#workSpriteAttrib?#
- $0046#workType#
- $0047#workState#
- $0048#workXFrac#
- $0049#workXInt#
- $004A#workYFrac#
- $004B#workYInt#
- $004C#workXSpeed#
- $004D#workYSpeed#
- $004E#workTile#
- $004F#workV1#
- $0050#workV2#
- $0051#workV3#
- $0052#workV4#
- $0053#workV5#
- $0053#workHP#
- $0079#dir#
- $007A/1#workPointerB#another transient work pointer
- $007C/11#collisionArray#player/shot -> enemy collision
- $008F#jumpDelay#delay until tank jumps, also how many more frames to stay squashed after a landing
- $0090#hoverState#0 = undeployed, 1 = deployed but not active, 2 = active
- $0091#hoverDelay#hover transition frames
- $0092#hoverFuel#drained 1 per frame
- $0094#upCounter#how far "up" the tank is pointed
- $0098#inWater#
- $0099#powerupStateA#
- $00B7#fadeType#what to do after fading
- $00B9#shotType?#tank shot type?
- $00BA#weaponSelect#selected special weapon
- $00BC#tankPointA?#something to do with direction
- $00BD#tankPointB?#another thing to do with direction
- $00BE#tankPointC?#shot direction?
- $00C1#inTank#non-zero if in the tank
- $00C3#gunPower#
- $00D9#onIce#
- $00DB#prgSwitch#
- $00DD#lives#
- $00E1#soundQueue#
- $00F3#frameInputMask#
- $00F5#frameInputMask2#
- $00F7#frameInput#
- $00FC#ppuX#
- $00FD#ppuY#
- $00FE#ppuS#
- $00FF#ppuC#
- $0350#respawnType#
- $0370/7#soundQueueArray#
- $0378#respawnTankXFrac#
- $0379#respawnTankXInt#
- $037A#respawnTankYFrac#
- $037B#respawnTankYInt#
- $037D#respawnTankLevel#
- $037C#respawnTankState#
- $037E#continues?#
- $03D0#tankXFrac#
- $03D1#tankXInt#
- $03D2#tankYFrac#
- $03D3#tankYInt#
- $03D4#tankLevel#
- $03D5#tankState#
- $03D6#tankHatchCounter#
- $03F5#respawnXFrac#
- $03F6#respawnXInt#
- $03F7#respawnYFrac#
- $03F8#respawnYInt#
- $03F9#respawnLevel#
- $03FA#respawnInTank#
- $03FB#bossState#
- $03FC#powerupStateB#
- $0400#objBase#
- $0400#objType#
- $0401#objState#
- $0402#objXFrac#
- $0403#objXInt#
- $0404#objYFrac#
- $0405#objYInt#
- $0406#objXSpeed#
- $0407#objYSpeed#
- $0408#objTile#
- $0409#objV1#
- $040A#objV2#
- $040B#objV3#
- $040C#objV4#
- $040D#objV5#
- $040D#objHP#
- $0500/FF#tiles#
- $06F0#homingMissiles#
- $06F1#thunderBreaks#
- $06F2#multiMissiles#
- $06F3#demoIntroMode?#
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