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What is the hex location of the unused goggle sprite in sonic 1
What is the hex location of the unused goggle sprite in sonic 1











what is the hex location of the unused goggle sprite in sonic 1

If set, the object will be flipped on its horizontal axis. Here is a list of all the values for one entry in the OST: The Object Status Table is located at RAM address $FFD000. Speed Shoes Flag (Set to activate speed shoe physics) Invincibility Flag (Set to make Sonic invincible) Shield Flag (Set to take a single hit without losing rings) Score Counter Update Flag (Set to update score total on screen) Time Counter Update Flag (Set to update current time on screen) Ring Counter Update Flag (Set to update rings total on screen) Lives Counter Update Flag (Set to update lives total on screen) Restart Level Flag (Set to restart level) Target palette (calling Pal_FadeTo will brighten the normal palette until it is the same as the target palette) Scroll Hold Flag (set to stop all scrolling dead) Scroll RAM cache (sent to VRAM every frame via DMA) Sonic previous position array (used for invincibility stars and such) Sonic's dynamic pattern reloading routine copies the relevant art over here, from where it is DMAed to VRAM every V-int. Sprite table (2 bytes per sprite + 2 bytes per priority level, each priority level takes $80 bytes.) Something to do with the pattern load queue

what is the hex location of the unused goggle sprite in sonic 1 what is the hex location of the unused goggle sprite in sonic 1

Something to do with background scrolling in Star Light Zone Level layout (1 byte per chunk, $40 bytes per line, lines for planes A and B interlaced) This is a map of 68k memory as used by the main gameplay engine. Note: This page has been copied from with minor modifications. The following article is a RAM map for Sonic the Hedgehog.













What is the hex location of the unused goggle sprite in sonic 1