Table 4: Movment flags |
bit | contents |
---|---|
5
|
Affected by gravity
|
4
|
Doubling the movement range
|
3
|
Moving straight without being affected by
gravity
When combined with bit 1, perform a circular movement |
2
|
Penetrates through the floor when used alone
When using with bit 0 and bit 5, jump is performed |
1
|
When used in combination with bit 2, up and
down reciprocation
When used with bit 5, turn back when hitting the wall |
0
|
When used in combination with bit 2, right
and left reciprocation
When used in combination with bit 1 and bit 5, normal reciprocation |
bit | Content | bit | Content |
---|---|---|---|
15
|
Unused
|
7
|
Unused
|
14
|
Unused
|
6
|
Unused
|
13
|
Unused
|
5
|
Enable attacks by thrown objects
|
12
|
Unused
|
4
|
Unused
|
11
|
Unused
|
3
|
Unused
|
10
|
Enable refueling/ Enable destruction by
Kannon's projectiles
|
2
|
Unused
|
9
|
Unused
|
1
|
Activate putting at sprite scaffolding
|
8
|
Enable blast attack
|
0
|
Enable holding by Kongs
|
Byte | type | Content |
---|---|---|
0
|
absolute
|
Absolute address of projectiles (Bank $FF)
nullptr is for the terminate. |
2
|
[flags] byte
|
Shooting method
|
3
|
sbyte
|
Wait time. Negative values are invalid.
|
bit | Content |
---|---|
7
|
Side: Shoot obliquely downward at high
speed. This involves a bounce.
Drop: Shoot to the lower left at high speed. This involves a bounce. |
6
|
Shoot to upper at high speed.
|
5
|
Side: Shoot obliquely downward at high
speed.
Drop: Shoot to the lower right. This involves a bounce. |
4
|
Side: Shoot obliquely downward at high
speed.
Drop: Shoot to the lower right. This does not involve a bounce and the projectile will stop when it is grounded. |
3
|
Speed up
|
2
|
Speed down
|
1
|
Side: Default. You should set this bit
always.
Drop: Shift the projectile a little to the right. |
0
|
Side: Shoot obliquely upward.
Drop: Shift the projectile a little to the left. |
Command | Syntax | Content |
---|---|---|
FFFA
|
0xFFFA ushort, object |
Write the value specified by the second
argument to the variable specified by the
first argument.
Usually, this command is used to write values for variable $22 (direction). |
FFFB
|
0xFFFB ushort, ushort |
Write the first argument to variable $4C,
second argument to variable $50.
Detailed effects are unknown. This command is not used in original game. |
FFFC
|
0xFFFC ushort
|
Write the argument to variable $4A.
Detailed effects are unknown. This command is not used in original game. |
FFFD
|
0xFFFD absolute
|
Execute the routine specified the argument.
The argument is the absolute address of the
routine.
This command is so-called jump. |
FFFE |
0xFFFE short
|
Change chasing speed.
|
FFFF
|
0xFFFF |
Termination code of the routine.
|
bit | Content | bit | Content |
---|---|---|---|
15
|
Animal barrel (bit 13 cannot be used
together)
|
7
|
Horizontal reciprocation
|
14
|
Strengthen inertia after launch
|
6
|
Start moving after entering
|
13
|
Level moving (bit 15 cannot be used
together)
|
5
|
Moving always
|
12
|
Manual rotation (bit 2 cannot be used
together)
|
4
|
Controllable (Use bit 12 together. bit 2
cannot be used together)
|
11
|
Stop rotation
|
3
|
Hidden barrel
|
10
|
Flip vertical reciprocation
|
2
|
Auto barrel
|
9
|
Flip horizontal reciprocation
|
1
|
Diddy barrel
|
8
|
Vertical reciprocation
|
0
|
Dixie barrel
|