Sprite variable table
Explains sprite commands and sprite variables.

Constitution of variable table
Each pages are constituted by sprite memory part and explanation part.
In sprite memory part, you can see the how and where to allocate the data of sprite instance.
In explanation part, you can get detailed infomation for each sprite variable.

Note: If you cannot find some variable explanations, see also Generic page.
Unit conversion list and data type list
Units are used in the list below unless otherwise noted.
Physical quantity Unit name Unit symbol
Length/ Location
Pixel
px
Time
Frame
F
Speed
Subpixel per frame
spx・F-1
Acceleration
Subpixel per frame per frame
spx・F-2
Angle
256 azimuth
^
The following auxiliary units may be used in the documents.
Physical quantity Unit name Unit symbol Conversion between basic units or basic assembly units
Length/ Location
Subpixel
spx
1 px = 256 spx
Time
Second
s
1 s = 60 F
Speed
Pixel per second
px・s-1
1 px・s-1 = 256 / 60 spx・F-1
Pixel per frame
px・F-1
1 px・F-1 = 256 spx・F-1
Acceleration
Pixel per second per second
px・s-2
1 px・s-2 = 256 / 3600 spx・F-2
Pixel per second per frame
px・s-1・F-1
1 px・s-1・F-1= 256 / 60 spx・F-2
Angle
Degree
°
1 ° = 256 / 360 ^
Radian
rad
1 rad = 128 / π ^
The following data types are used in the documents.
Type Content
byte
Unsigned 8 bit length integer
sbyte
Signed 8 bit length integer
ushort
Unsigned 16 bit length integer
short
Signed 16 bit length integer
decimal
Binary coded decimal (16 bit)
bool
Boolean
(<T1>, <T2>)
Tuple of T1 and T2
absolute
Absolute address (It is almost same to ushort type but absolute 0 is nullptr)
[flags]
Qualifies byte or ushort and means the values are flag set.
object
Does not mean a specific type but represents some kind of 16 bit data.
Indicates that different types of values can be assigned depending on the instance state.