Difference between revisions of "User:1ccsDontMatter/cleo"

From Shmups Wiki -- The Digital Library of Shooting Games
Jump to navigation Jump to search
 
(4 intermediate revisions by the same user not shown)
Line 7: Line 7:
 
410996 - 16 - demo move timer (does the next move at 0)
 
410996 - 16 - demo move timer (does the next move at 0)
  
410998 - 16 - demo move instruction index (points to table of demo moves)
+
410998 - 16 - demo move instruction index (into table of demo moves)
  
4109ED - 32 - score (not BCD)
+
4109B0 - 16 - blocks counter (temp?)
  
410A00 - 32 - "blocks"
+
4109EA - 32 - score P1 (not BCD)
 +
 
 +
4109EE - 16 - level counter
 +
 
 +
4109F2 - 16 - current difficulty / block count / game progress (final block / game ends at 0x320)
 +
 
 +
4109F6 - 16 - current chain counter (1 = basic block break)
 +
 
 +
4109F8 - 16 - score P1 (not BCD)
 +
 
 +
410A00 - 16 - blocks counter
  
 
410A16 - 16 - current block X index (visual only?)
 
410A16 - 16 - current block X index (visual only?)
Line 19: Line 29:
 
410A1A - 16 - timer, dec until block pushed down at 0
 
410A1A - 16 - timer, dec until block pushed down at 0
  
410ACB - arr - current game board state
+
410AC4 - 16 - current combo state (1 = pause for chain, 2 = none, continue next block)
 +
 
 +
410ACA - arr - current game board state
  
 
410F8E - arr - elements of current selected block (9 16-bit values)
 
410F8E - arr - elements of current selected block (9 16-bit values)
  
410FDD - arr - elements of NEXT block  (9 16-bit values)
+
410FDC - arr - elements of NEXT block  (9 16-bit values)
 +
 
 +
411BFA - 32 - bonus value upper (not fully supported?)
 +
 
 +
411BFC - 32 - bonus value lower
 +
 
 +
411CO2 - 16 - bonus graphic timer right
 +
 
 +
411CO4 - 16 - bonus graphic timer center
 +
 
 +
411CO6 - 16 - cleo hint timer
 +
 
 +
411D7C - 16 - cleo current animation
 +
 
 +
411D7E - 16 - cleo current animation?
 +
 
 +
411D80 - 16 - cleo current animation timer
 +
 
 +
411A90 - 16 - global frame counter
 +
 
 +
411A9A - 32 - score gained from last placement
 +
 
 +
411A9E - 16 - current combo?
 +
 
 +
== ROM ==
 +
 
 +
=== BSRs ===
 +
9138
 +
 
 +
9b3c - handlePlacement() - called after placing block, handles all side effects such as checking for any combo or continuing
 +
 
 +
b7da -  - called when a block locks into place / player current block is finally placed
 +
 
 +
b88c -  - zeroes some memory around 410d10
 +
 
 +
c106 - checkAroundPlacedPiece() - called after finishing placement, triggers combos and other things

Latest revision as of 03:09, 4 February 2021

RAM

410988 - 16 - game state var?

41098A - 16 - game state var?

410996 - 16 - demo move timer (does the next move at 0)

410998 - 16 - demo move instruction index (into table of demo moves)

4109B0 - 16 - blocks counter (temp?)

4109EA - 32 - score P1 (not BCD)

4109EE - 16 - level counter

4109F2 - 16 - current difficulty / block count / game progress (final block / game ends at 0x320)

4109F6 - 16 - current chain counter (1 = basic block break)

4109F8 - 16 - score P1 (not BCD)

410A00 - 16 - blocks counter

410A16 - 16 - current block X index (visual only?)

410A18 - 16 - current block Y index (visual only?)

410A1A - 16 - timer, dec until block pushed down at 0

410AC4 - 16 - current combo state (1 = pause for chain, 2 = none, continue next block)

410ACA - arr - current game board state

410F8E - arr - elements of current selected block (9 16-bit values)

410FDC - arr - elements of NEXT block (9 16-bit values)

411BFA - 32 - bonus value upper (not fully supported?)

411BFC - 32 - bonus value lower

411CO2 - 16 - bonus graphic timer right

411CO4 - 16 - bonus graphic timer center

411CO6 - 16 - cleo hint timer

411D7C - 16 - cleo current animation

411D7E - 16 - cleo current animation?

411D80 - 16 - cleo current animation timer

411A90 - 16 - global frame counter

411A9A - 32 - score gained from last placement

411A9E - 16 - current combo?

ROM

BSRs

9138

9b3c - handlePlacement() - called after placing block, handles all side effects such as checking for any combo or continuing

b7da - - called when a block locks into place / player current block is finally placed

b88c - - zeroes some memory around 410d10

c106 - checkAroundPlacedPiece() - called after finishing placement, triggers combos and other things