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Ultima VI: The False Prophet/Notes: Difference between revisions
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------ ------ ----------- | ------ ------ ----------- | ||
0 2 Bytes to copy. 0 means this is the end of the list of DMA operations | 0 2 Bytes to copy. 0 means this is the end of the list of DMA operations | ||
2 2 Destination address in VRAM | 2 2 Destination address in VRAM / 2 | ||
4 3 Source address in RAM | 4 3 Source address in RAM | ||
7 1 DMA transfer mode (copied directly to the SNES.DMAP0 register) | 7 1 DMA transfer mode (copied directly to the SNES.DMAP0 register, usually has value 01) | ||
==Mob rendering== | ==Mob rendering== | ||
Line 57: | Line 57: | ||
The render functions append tiles to an array at {{hex|1300}} which is directly copied to OAM later in the frame. | The render functions append tiles to an array at {{hex|1300}} which is directly copied to OAM later in the frame. | ||
[[ | [[Ultima VI: The False Prophet:Sprite IDs|Sprite IDs]] are associated with a graphics data, palette index, an animation function and a render function, which are described in the [[Ultima VI: The False Prophet:ROM map#Sprites|ROM Map]]. | ||
{{Internal Data}} |
Latest revision as of 14:25, 24 January 2024
The following article is a Notes Page for Ultima VI: The False Prophet.
Frame rules
The main game loop when adventuring spreads each game world update over 16 frames. The frame counter is stored in memory at 42
and is used by the function at 88BE
to run a different function for each frame of the cycle.
Frame Description ----- ----------- 0 Handles player input (moves, opens menu, etc.) 1 2 Updates sprites 3 4 5 6 7 8 9 A Updates sprites B C D E Uploads missing tiles to VRAM F
DMA Operations
An array at A00
stores the queued DMA operations to be performed each frame.
This is used for updating sprite positions, uploading tile graphics, etc.
A pointer to the end of the array is stored in b5
.
Each item is 8 bytes:
Offset Length Description ------ ------ ----------- 0 2 Bytes to copy. 0 means this is the end of the list of DMA operations 2 2 Destination address in VRAM / 2 4 3 Source address in RAM 7 1 DMA transfer mode (copied directly to the SNES.DMAP0 register, usually has value 01)
Mob rendering
An array at 500
stores the mobs to be rendered each frame. This data is later used by sprite render functions to create one or more tiles per mob in OAM to be rendered.
Each item is 8 bytes:
Offset Length Description ------ ------ ----------- 0 1 X position 1 1 Sprite flags (flip, priority, palette) 2 1 Y position + 1 3 1 4 1 Direction/animation data 5 1 Sprite ID 6 1 ?? Seems to be related to X position 7 1 ?? Seems to be related to Y position
The render functions append tiles to an array at 1300
which is directly copied to OAM later in the frame.
Sprite IDs are associated with a graphics data, palette index, an animation function and a render function, which are described in the ROM Map.
Internal Data for Ultima VI: The False Prophet
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