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  • ...to store additional information about the palette because the value is non-zero for some animated palettes. ...to store additional information about the palette because the value is non-zero for some animated palettes.
    4 KB (648 words) - 02:41, 24 January 2024
  • 0600 20 CLRP ; Zero Page at $00xx 0617 20 CLRP ; Zero Page at $00xx
    155 KB (23,806 words) - 20:59, 28 January 2024
  • |name=F-Zero series |The ''[[:Category:F-Zero series|F-Zero]]'' series|
    341 bytes (37 words) - 02:09, 29 January 2024
  • ...068 (001)</tt> = Slot 1 flag. Zero if there is no save file in slot 1, non-zero otherwise ...0CC (001)</tt> = Slot 2 flag. Zero if there is no save file in slot 2, non-zero otherwise
    9 KB (1,361 words) - 04:37, 20 May 2024
  • C3/8077: 2907 AND #$07 (Zero out the upper nibble) C3/8081: 2940 AND #$40 (Zero out all but bit 6 [usable on the field])
    63 KB (10,396 words) - 02:41, 24 January 2024
  • {{subpage|game=EarthBound Zero:ROM map}} The '''Anti-Piracy''' coding for Eartbound Zero.
    954 bytes (146 words) - 12:15, 26 January 2024
  • |A908 || if non zero, freeze wario and time. set to 1 by the game while pause is enabled. |A917 || player blinking eyes timer (reset to zero if player make any move)
    10 KB (1,642 words) - 14:34, 24 January 2024
  • ...tem data entry contains a number of screen entries, each of which contains zero or more (usually one) item entries that define all of the items in that scr :* ''screenEntries'': zero or more entries that define item data for screens. See Screen Entries below
    8 KB (1,285 words) - 14:59, 24 January 2024
  • 0x01822A|$06:$821A:E9 0A SBC #$0A ; convert to zero-based 0x018508|$06:$84F8:A5 8F LDA $8F ; check if sell price is zero
    573 KB (90,577 words) - 13:04, 31 January 2024
  • | aka= Mother (JP), Earth Bound (US/EU in-game title), EarthBound Zero (unofficial title commonly used prior to ''Beginnings'' release) ...p://pkhack.fobby.net/misc/eb0_nightmare.zip archive] containing EarthBound Zero [[Nightmare Table Editor|Nightmare]] modules.
    2 KB (312 words) - 19:30, 28 January 2024
  • My nick comes from the famous futuristic racing game called F-zero. He's the best racer to make records on the Snes game ;) ...but compensates in Max Speed & Body. It's a good vehicle to start in any F-zero game that has this car :P...
    2 KB (357 words) - 19:57, 28 January 2024
  • ...ka.org/board/thread.php?id=378 Zero Fission], the first editor for Metroid Zero Mission. It is being programmed by [http://acmlm.kafuka.org/board/profile.p ...dvance Game Editor] (or MAGE for short) is a newer editor for both Metroid Zero Mission and Metroid Fusion created by [http://forum.metroidconstruction.com
    2 KB (325 words) - 09:01, 27 May 2024
  • C002 - Bit 7 : 1 if audio is muted. Other bits : if non-zero, pauses music and continues SFX until it ends. CD38 - Index for joypad input simulation. If non-zero, disables collision but does not lock player.
    45 KB (8,887 words) - 04:25, 3 June 2024
  • | D+Vine [Luv] || Zero System / Princess Soft || Action RPG | EVE Zero: The Ark of the Matter || C's Ware || Visual Novel
    57 KB (7,877 words) - 17:34, 19 June 2024
  • $0000c8 $32 〃 DZ (Divide by Zero)   │ │ │ │ │   └ Zero Count IE
    136 KB (4,976 words) - 02:42, 24 January 2024
  • $6 2 zero padding $3 1 zero padding
    3 KB (198 words) - 02:42, 24 January 2024
  • ==Zero Page== Zero Page Variables
    4 KB (493 words) - 20:55, 28 January 2024
  • ===Check if current_card_id is non-zero=== ...:5110 CD F5 4E call 4EF5 ;Check if current_card_id is non-zero
    372 KB (52,020 words) - 02:42, 24 January 2024
  • ...cremented by the amount specified in the IW bits of CR. MAWR wraps back to zero when it's value exceeds $FFFF. ...1= CG1. Internally, the VDC assumes the missing bitplane data is forced to zero. This means that tiles displayed when CM=0 use colors 0,1,2,3, and tiles di
    26 KB (4,066 words) - 01:55, 3 March 2016
  • ...cremented by the amount specified in the IW bits of CR. MAWR wraps back to zero when it's value exceeds $FFFF. ...1= CG1. Internally, the VDC assumes the missing bitplane data is forced to zero. This means that tiles displayed when CM=0 use colors 0,1,2,3, and tiles di
    26 KB (4,066 words) - 02:37, 3 March 2016
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