![]() Sound Effect Register 3 (jumping, bumping head, stomping, kicking, others) Sound Effect Register 2 (coin collect, powerup/vine emerge, powering-up, 1-Up, bullet blase, Bowser's plummet, others) Sound Effect Register 1 (brick shatter, Bowser flame, others?) Y of air bubbles when under water :p I think their x is equal to the player, not sure. Powerup sprite y (multiply with value at 0x00BB to get level y pos) Player y pos on screen (multiply with value at 0x00B5 to get level y pos)Įnemy y pos on screen (multiply with value at 0x00B6/A to get level y pos) Powerup vertical screen position (same as player) (when falling down a pit this will increase up to 5)Įnemy vertical screen position (same as player).Hammers (correspond with last 9 hitbox coordaintes, 0x04D0-0x04F3), when not 0Ĭoins (corresponds with last three coordinates, 0x04E0, 0x04EC, 0x04F0), when not 0 0x80 - When powerup moving right (or not moving at all)įireball drawn (corresponds with hitbox coordinates 0x04C8/C) when not 0.0x02-0x06 - 'question block' hit sequence.Powerup state/heading (there's probably another register to check) 0xFF - Will kill them off (like getting hit by a star).0x84 - koopa or buzzyBeetle Stomped and moving.0x20 - BulletBill / CheepCheep / hammer_bro stomped.0x01 - falling_enemy or Bullet_Bill drawn(not killed yet).0x00 - Does _not_ mean they don't exist.0x2D - Bowser (special), will try to set previous addr to 2D as well, if unable only his ass shows :) He also tries to reach a certain height, if not there already, before starting his routine.0x2B/0x2C - Halves of double lift (like 1.2).0x2A - Horizontal forward moving lift with strange hitbox.0x29 - Static lift (Will Fall if Player stays on it for too long).0x1F - Long Firebar (castle) AND sets previous enemy slot to 0x20 or else only half of the line shows.You can see this in 1.1, get the star and open the powerup at the top. ![]() If a powerup is on screen and a second one would appear, the first one disappears (completely). Powerup drawn? (Corresponds with hitbox at 0x04C4).
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