40d38b21ee
Added: Started working on level format notes and music related info
50 lines
1.5 KiB
Text
50 lines
1.5 KiB
Text
(0515) 0000 = level setting parser (possibly additional settings later)
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values:
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00 = normal parse
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01 = set $0018 (one byte), then normal
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02 = normal parse
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03 = normal parse ;Seems to be used for all boss stages
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04 = return success
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05 = return success
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06 = normal parse
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(0517) 0002 = Index to a pointer thing with DMA (VRAM?) does CGRAM stuff too
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(0519) 0004 = Level special effects (typically HDMA)
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(051B) 0006 = Song for a given level
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(051D) 0008 = Pointer to something else
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(051F) 000A = Pointer to something
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(0521) 000C = Sprite related (sets $6E, so figure out what that is)
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(0523) 000E = Looks like this may be map related
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(0525) 0010 = Used for several camera(?) related tables
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(0527) 0012 = NMI pointer
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(0529) 0014 = Level mode execute pointer
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(052B) 0016 = A bit flag, a lot of sprite(?) references
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(052D) 0018 = Sound related?
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(052F) 001A = Not referenced?
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(0531) 001C = Not referenced?
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(0533) 001E = X position of sprite ________ (dixie/diddy maybe?)
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(0535) 0020 = Y position of sprite ________ (dixie/diddy maybe?)
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(0537) 0022 = ;\ scroll related
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(0539) 0024 = ;/
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(053B) 0026 = Not referenced?
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(053D) 0028 = ;\ Bonus/Exit table, first entry points to the next level on the OW
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(053F) 002A = ; |
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(0541) 002A = ; |
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(0543) 002C = ; |
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(0545) 002E = ; |
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(0547) 0030 = ; |
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(0549) 0032 = ; |
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(054B) 0034 = ;/
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(054D) 0036 = Mirrored to $0AB6
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(054F) 0038 = Pointer table index (two tables back to back)
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(0551) 003A = Mirrored into $26 (low word to a pointer in bank FD)
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primary parse calls:
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JSR CODE_BBAFE1
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JSR CODE_BBB05C
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JSR CODE_BBB066
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BRA CODE_BBAF7F
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