Data |
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EAFD | DEFB $00 | Store for control left/right calculated value of 0, 1 (right) or -1 (255) (left), plus the value stored at EAAB which is set when Maroc enters a new room | ||||||||||||||||||
EAFE | DEFB $00 | Store for control up/down calculated value of 0, 1 (up) or -1 (255) (down), plus the value stored at EAAC which is set when Maroc enters a new room | ||||||||||||||||||
EAFF | DEFB $00 | Vertical (Y) position (in pixels) for controllable icon/servant graphic Calculated from top of playing area in pixels Set to 40 (just above Maroc's head) in routine at E840 after servant or other 'cursor control' spell cast |
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EB00 | DEFB $00 | Horizontal (X) position (in pixels) for controllable icon/servant graphic Calculated from left of playing area in pixels Set to 112 (centre of screen) in routine at E845 after servant or other 'cursor control' spell cast |
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EB01 | DEFB $00 | Servant/controllable cursor's horizontal movement speed. Negative values = left, positive = right | ||||||||||||||||||
EB02 | DEFB $00 | Servant/controllable cursor's vertical movement speed. Negative values = up, positive = down | ||||||||||||||||||
EB03 | DEFB $00 | Maroc's direction/rotation - see Trivia: Maroc's sprite rotational movement
Repeatedly adding 32 causes Maroc to rotate in a clockwise direction, like in the animated routine when he runs out of energy at E46C |
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EB04 | DEFB $00 | Maroc's horizontal movement speed Negative values = right, positive = left, e.g. 224 = full speed right, 32 = full speed left Graphic position is adjusted by speed/4 pixels - e.g. a speed of 32/-32 would result in a movement step of 8/-8 pixels |
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EB05 | DEFB $00 | Maroc's vertical movement speed. Negative values = down, positive = up, e.g. 224 = full speed down, 32 = full speed up Graphic position is adjusted by speed/4 pixels - e.g. a speed of 32/-32 would result in a movement step of 8/-8 pixels |
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