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Gargoyle's Quest II/ROM map: Difference between revisions
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{{rammap|game=Gargoyle's Quest II}} | {{rammap|game=Gargoyle's Quest II}} | ||
==Page 06== | |||
Runs AI scripts for all | |||
===Function 06:87E0=== | |||
Addresses for all AI scripts | Runs AI scripts for all occupied object slots. | ||
===Pointer table 06:8A83=== | |||
Addresses for all AI scripts. | |||
==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:EFB3=== | |||
Set the x/y position of object '''Y''' relative to the player's position, using signed offset values '''X''' from the tables 07:F020/07:F060, then sets its animation to '''A'''. | |||
===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. |
Revision as of 16:30, 27 June 2019
The following article is a RAM map for Gargoyle's Quest II.
Page 06
Function 06:87E0
Runs AI scripts for all occupied object slots.
Pointer table 06:8A83
Addresses for all AI scripts.
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:EFB3
Set the x/y position of object Y relative to the player's position, using signed offset values X from the tables 07:F020/07:F060, then sets its animation to A.
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.