![]() Make X blink once (#$08-frame-long blink) Start with #$50, decrease by one every frame until it reaches 0 If X is standing still, begin the following cycle: X's blink (close and open eyes) animation timer. It's set to a non-zero value during NMI, and it's set to zero after the game mode has been run, so that the game runs exactly once a frame - one NMI trigger per frame. ![]() If the value in it is not zero, run the actual game otherwise, loop forever. ![]() Stops when the player dies, among other things. Differs from the other two in that this one pauses during loading screens. #$0F = full brightness, #$00 = completely faded.įrame counter. Used as a counter for the screen's level of brightness when fading (bits 0 to 7). Format: axlr -Ĭontroller data 2, button press (current frame and not previous frame). Format: byetUDLRĬontroller data 1, button press (current frame and not previous frame). Format: axlr -Ĭontroller data 2, previous frame. Format: byetUDLRī = B y = Y e = Select t = Start U = Up D = Down L = Left R = Right.Ĭontroller data 1, previous frame. Format: axlr -Ĭontroller data 2, current frame. #$00 = Start Game, #$01 = Password Screen, #$02 = Options Menu.Ĭontroller data 1, current frame. The currently selected option on the title screen. The counter is reset to #$EA when a new option is selected. When it reaches 0, there is a fade out and the intro sequence starts again. Counts down from #$FF at the title screen. Intro sequence timer for the title screen.
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