Gargoyle's Quest II/ROM map: Difference between revisions

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===Pointer table 06:8A83 / 06:8AF3===
===Pointer table 06:8A83 / 06:8AF3===
Addresses for all AI scripts.
Addresses for all AI scripts.
===Function 06:A475===
Sets the sprite for object '''X''' to face the player (without changing its direction of movement).


==Page 07==
==Page 07==

Revision as of 16:42, 27 June 2019

Chip tiny.png The following article is a ROM map for Gargoyle's Quest II.

Page 06

Function 06:87E0

Runs AI scripts for all occupied object slots.

Pointer table 06:8A83 / 06:8AF3

Addresses for all AI scripts.

Function 06:A475

Sets the sprite for object X to face the player (without changing its direction of movement).

Page 07

Function 07:EDD9

Moves object X to the right a distance equal to its horizontal speed.

Function 07:EDF7

Moves object X to the left a distance equal to its horizontal speed.

Function 07:EE15

Moves object X down a distance equal to its horizontal speed.

Function 07:EE35

Moves object X up a distance equal to its horizontal speed.

Function 07:EF59

Set object X to animation A.

Function 07:EFB3

Set the x/y position of object Y relative to the position of object X, using signed offset values $10 from the tables 07:F020/07:F060, then sets its animation to A.

Table 07:F020 / 07:F060

Relative offset position values used by Function 07:EFB3.

Function 07:F0A0

Sets the direction of movement for object X to move toward the player.

Function 07:F0BA

Sets the sprite for object X to match its direction of horizontal movement.

Function 07:F531

Checks for an empty object slot. If successful, Carry is cleared & Y is set to the first available slot; otherwise, Carry is set.