User:1ccsDontMatter/cleo

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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