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Gargoyle's Quest II/ROM map: Difference between revisions
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===Function 07:ED1B=== | |||
Checks if the tile beneath object '''X''' has attribute flag '''Y'''? (e.g. if it is solid). '''Carry''' is set if true; else, '''Carry''' is cleared. | |||
===Function 07:EDD9=== | ===Function 07:EDD9=== | ||
Moves object '''X''' to the right a distance equal to its horizontal speed. | Moves object '''X''' to the right a distance equal to its horizontal speed. |
Revision as of 16:45, 27 June 2019
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:ED1B
Checks if the tile beneath object X has attribute flag Y? (e.g. if it is solid). Carry is set if true; else, Carry is cleared.
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:EF26
Moves object X horizontally.
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.