diff options
Diffstat (limited to 'wram.asm')
-rwxr-xr-x | wram.asm | 37 |
1 files changed, 23 insertions, 14 deletions
@@ -343,10 +343,12 @@ wd4d6:: ; 0xd4d6 wd4d7:: ; 0xd4d7 ds $1 -wd4d8:: ; 0xd4d8 +wWhichBumper:: ; 0xd4d8 +; 0 = neither +; 1 = left bumper +; 2 = right bumper ds $1 - -wd4d9:: ; 0xd4d9 +wWhichBumperId:: ; 0xd4d9 ds $1 wd4da:: ; 0xd4da @@ -355,7 +357,10 @@ wd4da:: ; 0xd4da wd4db:: ; 0xd4db ds $1 -wd4dc:: ; 0xd4dc +wPinballLaunchAlley:: ; 0xd4dc +; 0 = pinball isn't resting at the start, waiting to be launched by the player +; 1 = pinball can be launched to start the round +; second byte is unused, but it's written by HandleGameObjectCollision ds $2 wd4de:: ; 0xd4de @@ -391,13 +396,19 @@ wd4e7:: ; 0xd4e7 wd4e8:: ; 0xd4e8 ds $2 -wd4ea:: ; 0xd4ea +wTriggeredGameObject:: ; 0xd4ea +; Game objects, such as the two bumpers, Pikachu savers, CAVE, etc. have unique ids. +; This byte saves the object which the pinball is currently colliding with. ds $1 -wd4eb:: ; 0xd4eb +wTriggeredGameObjectIndex:: ; 0xd4eb +; Many game objects come in pairs, wuch as the two bumpers, Pikachu savers, etc. +; This byte stores which of them the pinball is currently colliding with. ds $1 -wd4ec:: ; 0xd4ec +wPreviousTriggeredGameObject:: ; 0xd4ec +; Store the previous triggered game object's id, so that the pinball cant trigger +; and object two frames in a row. It has to "un-collide" before it can collide again. ds $1 wd4ed:: ; 0xd4ed @@ -487,10 +498,9 @@ wd50b:: ; 0xd50b wd50c:: ; 0xd50c ds $1 -wd50d:: ; 0xd50d +wWhichCAVELight:: ; 0xd50d ds $1 - -wd50e:: ; 0xd50e +wWhichCAVELightId:: ; 0xd50e ds $1 wd50f:: ; 0xd50f @@ -505,10 +515,9 @@ wd513:: ; 0xd513 wd514:: ; 0xd514 ds $1 -wd515:: ; 0xd515 +wWhichPikachu:: ; 0xd515 ds $1 - -wd516:: ; 0xd516 +wWhichPikachuId:: ; 0xd516 ds $1 wd517:: ; 0xd517 @@ -1810,7 +1819,7 @@ wd7f3:: ; 0xd7f3 wd7f4:: ; 0xd7f4 ds $1 -wd7f5:: ; 0xd7f5 +wCurCollisionAttribute:: ; 0xd7f5 ds $1 wd7f6:: ; 0xd7f6 |