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  • | Zero Pilot: Daisanji Sekai Taisen 1946 || Marionette / Global A || Flight Simula | Zero Shiki Kanjou Sentouki Ni || Global A || Flight Simulator
    11 KB (1,557 words) - 20:21, 27 May 2024
  • {{subpage|game=EarthBound Zero:ROM map}} See [[EarthBound Zero:Music table|music table]] for the IDs
    1,006 bytes (156 words) - 12:15, 26 January 2024
  • bits27-28: damage type (B/E/P) if zero use weapon's bits29-31: damage affinity, if zero use weapon's
    1 KB (155 words) - 02:42, 24 January 2024
  • 1F 04 XX 00 - Is enemy distant (non-zero) or up close (zero)?</pre>
    364 KB (45,905 words) - 21:03, 28 January 2024
  • C1/A536: 29FF3F AND #$3FFF (Zero out bit 14 and bit 15) C1/A5F7: D0F1 BNE $A5EA (...and repeat until it hits a zero)
    58 KB (10,879 words) - 02:41, 24 January 2024
  • ...-- = Controller status, new buttons pressed this frame (each bit clears to zero after initial frame) ...es how long flight will last. Power Meter instantly empties when this hits zero. Setting to FF enables unlimited flight.
    10 KB (1,608 words) - 02:48, 24 June 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    1 KB (176 words) - 12:15, 26 January 2024
  • If the byte is zero, no animations take place. Otherwise, the water animation will be in effect [F-Zero] & [Tauwasser]
    19 KB (2,577 words) - 02:42, 24 January 2024
  • * If value is not zero, treat this as a command from the main loop, and proceed to that code. * If it is zero
    4 KB (726 words) - 21:09, 28 January 2024
  • C2/618D: 1A INC (if it was zero, be nice and give the chump one..) (Zero $A0 through $AF)
    48 KB (7,453 words) - 02:41, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    850 bytes (116 words) - 12:15, 26 January 2024
  • * Does song loop at end? (zero = no, nonzero = yes) * If both nybbles are zero, the note will play for up to the length of a quarter note. (I'm not entire
    5 KB (829 words) - 02:42, 24 January 2024
  • ; $eb = $eb + $e0, zero A, X, inc Y 7E/7534: 7B TDC ; zero accumulator
    173 KB (30,177 words) - 14:58, 24 January 2024
  • 0x802AA9CC: or a0,a2,$zero 0x802AA9D8: or a1,v0,$zero
    13 KB (1,955 words) - 02:42, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} |game=EarthBound Zero
    560 bytes (89 words) - 12:15, 26 January 2024
  • {{TBL|game=EarthBound Zero}} {{Internal Data|game=EarthBound Zero}}
    1 KB (263 words) - 02:41, 24 January 2024
  • * <tt>21b0-21bb (000c)</tt> = Game Title (zero-padded) * <tt>21be-21cf (0012)</tt> = Reserved (Zero)
    4 KB (565 words) - 15:00, 24 January 2024
  • ...4B 11 call 114B ;Loops until RAM address 0xC5AC is non-zero. It hangs the program until the graphics on screen are updated. ...>0x114B-0x1157</code> - Loops until RAM address <code>0xC5AC</code> is non-zero. It hangs the program until the graphics on screen are updated.
    1,011 KB (147,018 words) - 02:42, 24 January 2024
  • ...of your Denjuu at one, plus a bunch of unnamed Tsunonasu with all stats at zero.
    10 KB (1,625 words) - 02:41, 24 January 2024
  • ...wn every frame the player is not standing on the platform. When it reaches zero, there is a 1/2 chance to spawn a projectile.
    3 KB (470 words) - 02:41, 24 January 2024
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