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Event Bits vs. Memory Address
12-01-2017, 09:38 PM
yes, some of those are outside the scope of his document:
but both types are addressed via the same class of instruction:
http://www.angelfire.com/al2/imzogelmo/E...mmands.txt
see Commands D0 thru DD.
how it works:
1) there are multiple commands, each tackling different 32-byte ranges.
2) the 1-byte parameter is the BIT count from Bit 0 of Byte 0 within that 32-byte range. say we wanted the fourth bit of the second byte. that'd be Byte 1, Bit 3. with there being 8 bits in a byte, our parameter would be (1 * 8) + 3 = 11d = 0Bh.
now, putting those together. say we want overall event Byte 65d, Bit 3 (or an overall bit index of 520d or 208h). we'd feed Parameter 0Bh to Event Command D4h or D5h.
Quote:This document contains a full listing of the event bits in the game, with the
exception of activation flags for non-player characters, which are detailed in
a separate document.
[...]
Further note that the event bits are
stored in 96 bytes of RAM from address $1E80 to $1EDF in bank $7E.
but both types are addressed via the same class of instruction:
http://www.angelfire.com/al2/imzogelmo/E...mmands.txt
see Commands D0 thru DD.
how it works:
1) there are multiple commands, each tackling different 32-byte ranges.
2) the 1-byte parameter is the BIT count from Bit 0 of Byte 0 within that 32-byte range. say we wanted the fourth bit of the second byte. that'd be Byte 1, Bit 3. with there being 8 bits in a byte, our parameter would be (1 * 8) + 3 = 11d = 0Bh.
now, putting those together. say we want overall event Byte 65d, Bit 3 (or an overall bit index of 520d or 208h). we'd feed Parameter 0Bh to Event Command D4h or D5h.
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