Revision as of 16:26, 22 February 2016
The game uses objects to store runtime information about sprites and scripts,
e.g. size and position of a sprite, or the current script address.
Each object has a handle in range 0x1000...0x1F80, in steps of 0x40, allowing for a maximum of 63 objects.
Object data is stored in chunks of 0x1000 bytes at various places in RAM.
Objects are created by declaration in the Map Object Header or by script command.
Object Data
Offsets must be added to the object handle to get the memory address.
Table at 7E1000
Offset |
Size |
Description
|
7E0000 |
2 |
X Position (signed)
|
7E0002 |
2 |
Y Position (signed)
|
7E0004 |
2 |
Flags
|
7E0006 |
2 |
Flags2
|
7E0008 |
2 |
Flags3
|
7E000A |
3 |
Script Pointer, also used for reentry
|
7E000E |
2 |
Reentry Delay in frames
|
7E0012 |
1 |
Bank for bounds data (used with ptr at 7F000A)
|
7E0016 |
2 |
Elevation level (sprites on different levels can't hit each other)
|
Table at 7F1000
Offset |
Size |
Description
|
7F000A |
2 |
Pointer to Bounding Rect Table [ROM], used with bank at 7E0012
Bounding Rect Table
Offset |
Size |
Description
|
0 |
4 |
Map Collision Rect
|
4 |
4 |
Attack Collision Rect
|
8 |
4 |
Defense Collision Rect
|
Rect
Offset
|
0 |
1 |
2 |
3
|
Value
|
Left |
Width |
Top |
Height
|
Values are signed 8 bit pixel coordinates, relative to the object's X and Y position.
|
7F0018 |
2 |
Movement dx
|
7F001A |
2 |
Movement dy
|
Table at 7F2000
Offset |
Size |
Description
|
7F1022 |
2 |
Fighting Data Ptr [ROM], Bank: 8D
|
7F102A |
2 |
Current HP
|